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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-05-13T16:13:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Clan_Verms&amp;diff=127175</id>
		<title>Clan Verms</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Clan_Verms&amp;diff=127175"/>
		<updated>2022-09-02T19:50:36Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A former member clan of the Council of Thirteen, Clan Verms specialized in making insect swarms, giant creepy crawlies like Giant Scorpions, and producing Worm Oil. Were betrayed by Clan Pestilens during an attempt to gain more power on the Council of 13, kicked off the Council, replaced as Warbeast makers by Clan Moulder, and Clan Skryre replaced the need for Worm Oil with Warpstone Lights. Add in their swarms of invertebrate vermin were helping spread a deadly plague amongst Skavenblight, and you get a recipe for a Clan so low on the totem pole, even other Slave Clans spit on them now.&lt;br /&gt;
{{Skaven-Clans}}&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Template:Skaven-Clans&amp;diff=581315</id>
		<title>Template:Skaven-Clans</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Template:Skaven-Clans&amp;diff=581315"/>
		<updated>2022-09-02T19:49:20Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed table&amp;quot; border=0 cellspacing=0 cellpadding=2 style=&amp;quot;margin: 1em; border: 2px solid black;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!align=center colspan=2 bgcolor=brown | Clans of the [[Skaven]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;Great Clans:&#039;&#039;&#039; || [[Clan Eshin]] - [[Clan Moulder]] - [[Clan Pestilens]] - [[Clan Skryre]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;Thrall Clans:&#039;&#039;&#039; || [[Clan Ektrik]] - [[Clan Feesik]] - [[Clan Fester]] - [[Clan Flem]] - [[Clan Gratzz]] - [[Clan Kreepus]] &amp;lt;br&amp;gt; [[Clan Morbidus]] - [[Clan Septik]] - [[Clan Skrat]] - [[Clan Treecherik]] - [[Clan Vrrtkin]] - [[Clan Verms]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;Warlord Clans:&#039;&#039;&#039; || [[Clan Carrion]] - [[Clan Corpulent]] - [[Clan Crooktail]] - [[Clan Famin]] - [[Clan Ferrik]] - [[Clan Festerlingus]] &amp;lt;br&amp;gt; [[Clan Festus]] - [[Clan Gangrous]] - [[Clan Gnaw]] - [[Clan Gowjyer]] - [[Clan Grikk]] - [[Clan Gristlecrack]] &amp;lt;br&amp;gt; [[Clan Gritak]] - [[Clan Gritus]] - [[Clan Grutnik]] - [[Clan Klaw]] - [[Clan Krik]] - [[Clan Krizzor]] &amp;lt;br&amp;gt; [[Clan Liskit]] - [[Clan Makris]] - [[Clan Mange]] - [[Clan Mawrrl]] - [[Clan Merkit]] - [[Clan Mordkin]] - [[Clan Mors]] &amp;lt;br&amp;gt; [[Clan Rictus]] - [[Clan Rikek]] - [[Clan Rikket]] - [[Clan Scruten]] - [[Clan Skab]] - [[Clan Skaul]] - [[Clan Skitr]] &amp;lt;br&amp;gt; [[Clan Skitterbite]] - [[Clan Skrapp]] - [[Clan Skrittlespike]] - [[Clan Skully]] - [[Clan Skurvy]] - [[Clan Skuttle]] &amp;lt;br&amp;gt; [[Clan Sleekit]] - [[Clan Spittle]] - [[Clan Volkn]] - [[Clan Vruzz]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;Age of Sigmar Clans:&#039;&#039;&#039; || [[Clan Verminus]] - [[Clan Blistryk]] -[[Clan Brakkish]] - [[Clan Buborix]] - [[Clan Corruptus]] - [[Clan Craniak]] - [[Clan Dessik]] - [[Clan Dregg]] - [[Clan Ekkit]] &amp;lt;br&amp;gt; [[Clan Ezzik]] - [[Clan Fang]] - [[Clan Fizzik]] - [[Clan Ghrubbitus]] - [[Clan Gnarlkyn]] - [[Clan Iytch]] - [[Clan Koniptik]] - [[Clan Krakhl]] &amp;lt;br&amp;gt; [[Clan Kratt]] - [[Clan Morskrit]] - [[Clan Nibbolt]] - [[Clan Nichtus]] - [[Clan Nullix]] - [[Clan Phrikk]] - [[Clan Pustulous]] - [[Clan Resnykt]] &amp;lt;br&amp;gt; [[Clan Retchid]] - [[Clan Rhukrit]] - [[Clan Scour]] - [[Clan Scurrie]] - [[Clan Shokryk]] - [[Clan Shrok]] - [[Clan Shushbik]] - [[Clan Shyvik]] - [[Clan Skarrik]] &amp;lt;br&amp;gt; [[Clan Skrabb]] - [[Clan Slynk]] - [[Clan Snirk]] - [[Clan Sputix]] - [[Clan Stabbik]] - [[Clan Staktik]] - [[Clan Stryk]] &amp;lt;br&amp;gt; [[Clan Threbb]] - [[Clan Thikkrik]] - [[Clan Virulox]] - [[Clan Vomikrit]] - [[Clan Vomix]] - [[Clan Vrash]] - [[Clan Zikk]] - [[Clan Ziknak]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]][[Category:Skaven]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Reptos&amp;diff=402731</id>
		<title>Reptos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Reptos&amp;diff=402731"/>
		<updated>2022-09-02T11:42:29Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A primitive Xenos race native to the Jungle world of Hyades IV. Reptos are described as being both simian and reptilian. They were fairly quick but on the small side, and easily killed by Space Marines and the Hyades PDF. They are sentient and intelligent enough to form plans and set traps. They have their own language. The Reptos are quite primitive and have no higher levels of technology. They may have built certain temples on Hyades. Once the Imperium arrived on Hyades they were deemed little more than a nuisance and little effort was made to exterminate them. At some point they fell under the sway of Madox and the Thousand Sons, it is unknown whether they worshiped Chaos, Tzeentch alone or were simply tricked by by the Thousand Sons. Reptos society appears to be tribal in nature and is very unsophisticated. It seems they are led by elders or possible cult leaders, we never hear them speak in any form of Low Gothic so it is difficult to tell. They may be worshipers of Tzeentch. Reptos show no demonstration of high levels of technology and appear to be at a stone age level of technology. They may or may not have built temples on Hyades.&lt;br /&gt;
&lt;br /&gt;
TL;DR: Scaly MONKE Xenos used as Tzeentch CSM pawns.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Reptos&amp;diff=402730</id>
		<title>Reptos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Reptos&amp;diff=402730"/>
		<updated>2022-09-02T11:41:31Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A primitive Xenos race native to the Jungle world of Hyades IV. Reptos are described as being both simian and reptilian. They were fairly quick but on the small side, and easily killed by Space Marines and the Hyades PDF. They are sentient and intelligent enough to form plans and set traps. They have their own language. The Reptos are quite primitive and have no higher levels of technology. They may have built certain temples on Hyades. Once the Imperium arrived on Hyades they were deemed little more than a nuisance and little effort was made to exterminate them. At some point they fell under the sway of Madox and the Thousand Sons, it is unknown whether they worshiped Chaos, Tzeentch alone or were simply tricked by by the Thousand Sons. Reptos society appears to be tribal in nature and is very unsophisticated. It seems they are led by elders or possible cult leaders, we never hear them speak in any form of Low Gothic so it is difficult to tell. They may be worshipers of Tzeentch. Reptos show no demonstration of high levels of technology and appear to be at a stone age level of technology. They may or may not have built temples on Hyades.&lt;br /&gt;
&lt;br /&gt;
TL;DR: TZEENTCHIAN LIZARD-MONKEY XENOS&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Abhuman&amp;diff=11742</id>
		<title>Abhuman</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Abhuman&amp;diff=11742"/>
		<updated>2022-09-02T11:40:36Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Katara */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sharkabs.jpg|300px|thumb|right|They call them &amp;quot;Ab&amp;quot;humans for a reason.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abhuman&#039;&#039;&#039; (from &#039;&#039;ab-&#039;&#039;, &amp;quot;of, from, away from,&amp;quot; &#039;&#039;human&#039;&#039;) is a term used in the [[Imperium of Man]] to refer to a stable-breeding subspecies of [[humanity]]. Although their physiology and mentality would be so different that they should technically be classified as a whole different species altogether. Officially, they are not considered [[mutant]]s by virtue of their breed stability, but they are generally not treated the same way as &amp;quot;normal&amp;quot; humans. Civilian abhumans are almost always an underclass on other worlds, and when [[Imperial Guard]] regiments are raised from abhuman worlds as part of the Imperial Tithe they tend to be broken up into individual companies, platoons, or squads that are then attached to other regiments as auxiliary troops. Though, this is usually because most abhumans that qualify for Guard service are either [[ogryn|too stupid]], [[Beastmen (40k)|too undisciplined]], [[ratling|too specialized]], or [[Felinid|aren&#039;t numerous enough]] to maintain their own independent regiments.&lt;br /&gt;
&lt;br /&gt;
So far as is known, none of the abhuman strains below are compatible with [[Space Marine]] implants, while all are compatible with the Psyker gene. Space Marines themselves are considered dubiously human in some circles, but since they don&#039;t breed, their inhumanity is the result of postnatal modifications, and they&#039;re all 8 foot tall killing machines that carry automatic armor-piercing grenade launchers, they don&#039;t count as abhumans. [[Heresy|Or else]]. Of course we don’t even know if Astartes are genetically dissimilar from normal humans beyond the Progenoid adding and tweaking genes to allow for the other implants to be accepted. The other implants just change how the body behaves in a certain way. So, they might genetically not be notably dissimilar enough to be anything other than homo sapiens sapiens. The Custodes however...&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
Humanity&#039;s characteristics are influenced by the conditions in which it grew up, including gravity, climate, and diet.  If a population were isolated in a different environment for a long enough time, their distant descendants would be adapted to those new conditions.&lt;br /&gt;
&lt;br /&gt;
During the [[Dark Age of Technology]], humanity spread to the stars, first with slower-than-light colony ships, and then with [[Warp]] drives after the discovery of the [[Navigator]]s.  Some of their destination planets were very different from Earth, and when humanity entered the [[Age of Strife]] with the collapse of the old government, the inhabitants of these worlds were cut off from other colonies (it is known that Gene Wars were fought between various governments made up of people that couldn&#039;t really be considered human anymore during the Age of Strife); when contact was restored during the [[Great Crusade]] (or even later), their gene pools had diverged so far from the baseline that they could almost be classified as separate species. The Imperium spared them, though, because while they were clearly not pure humans, they were useful and no more prone to mutation than any other human.  As humanity had ready access to genetic engineering in that era, it can be difficult to distinguish natural evolution from artificial enhancement in many cases, as Games Workshop does not usually reveal the necessary details.&lt;br /&gt;
&lt;br /&gt;
The Horus Heresy novels mentioned that even during the high point of abhuman tolerance, formerly human populations have been purged due to achieving certain (high) levels of genetic &amp;quot;deviancy&amp;quot;. The natives of Davin were shaggy creatures that were close to it, though Chaos may have had a hand in that, unbeknown to the Imperials.&lt;br /&gt;
&lt;br /&gt;
Abhumans can be loosely categorized by the nature of their origin.&lt;br /&gt;
&lt;br /&gt;
==Definitely Artificial==&lt;br /&gt;
&lt;br /&gt;
These abhumans are definitively known to have been manufactured at some point. In the case of the Afriel Strain and Gland War Veterans, though, their actual status as true abhumans is a bit iffy, as it&#039;s unclear just how many of their augmented traits (if any) are genetically transferrable, and their populations are closer to (dwindling) engineered batches rather than self-sustaining breeds.&lt;br /&gt;
&lt;br /&gt;
=== [[Squat|Kindred]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens rotundus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Kindred, or Squats as they are called in Necromunda, grew up on high-gravity mineral-rich worlds near the core of the galaxy and became adapted to be short, robustly built, and adept miners.  If this sounds familiar, it&#039;s because they were intentionally designed to be the space-equivalent of [[Dwarfs (Warhammer Fantasy Battle)|Dwarfs]] from [[Warhammer Fantasy Battle]].&lt;br /&gt;
&lt;br /&gt;
They were introduced in the [[Rogue Trader (Sourcebook)|First Edition]] of [[Warhammer 40,000]] as a separate army to the various Imperial forces (being fiercely independent), and were mentioned sparingly thereafter until they were written out of the background (hence the term &amp;quot;squatted&amp;quot;), but the [[Warhammer 40,000 6th edition|Sixth Edition]] rulebook has written them back in again and in Necromunda [[Squats#2022: Squats are back on the menu|they actually have models]]. And in [[Warhammer 40,000 9th edition|Ninth Edition]] finally made a [[Leagues of Votann|triumphant return]].&lt;br /&gt;
&lt;br /&gt;
They are morphologically very similar to Ratlings but have the inferior eyesight one would expect of a race adapted to low-light and/or interior conditions (where nothing to be looked at is ever very far away), as well as the increased [[Catachan Jungle Fighters|musculature]] and robustness to be expected of an environment harsher than Terra. Where Squats seem to be more adapted to hunting and gathering, Ratlings are more adapted to farming.&lt;br /&gt;
&lt;br /&gt;
And in the new Votann lore we learn that they originated from cloning, with their ancestors using &amp;quot;cloneskeins&amp;quot; to modify their bodies, leading to their current body, and even neutering their psychic presents to avoid Chaos, making them almost invisible to them like the Tau. And, unlike the greater Imperium, their society is centered around the [[Votann]], AI supercomputers which they get their name from. And are kept secret for [[Adeptus Mechanicus|obvious reasons]].&lt;br /&gt;
&lt;br /&gt;
=== [[Afriel Strain]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens maledictis&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Afriel Strains were the byproduct of the Imperium trying to create the &amp;lt;u&amp;gt;[[Mary Sue|&#039;Ultimate Human&#039;]]&amp;lt;/u&amp;gt; via a shadowy experimental process which used genetic material from a number of the Imperium&#039;s greatest heroes to, [[Fabius Bile|in effect, make clones of them.]] While this may sound [[Awesome]] in theory, the Strains themselves...[[Lamenters|seem to suffer a severe case of bad luck.]] The amount of genetic tempering has effectively made the Afriel Strain a new sub-species of human. Whether they are allowed to do their [[/d/|&#039;business&#039;]] and see whether the genes can pass on is unknown.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Afriel Strain project is still approved by the Imperium, by and large, and is still undergoing improvements to fix the...issue.&lt;br /&gt;
&lt;br /&gt;
=== [[Gland War Veteran]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens auctus glandulae&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Similar to the Afriel Strains, Gland War Veterans were humans that underwent severe genetic tempering to effectively combat and out-adapt the [[Tyranids]]. The term &#039;Gland War Veterans&#039; is sometimes shortened to Glandies or Gland Warriors; they were made by the [[Mechanicus]] of the [[Magos|Biologis Magi]] in order to create a new human sub-species to effectively kill Tyranids without needing to waste more human lives. Woah, wait..not waste human lives? Yeah, the Tyranids are such a huge threat that against them, human life (literally cheaper than actual currency) is so valuable the Mechboys are willing to throw serious resources into preserving as many soldiers as possible in combat.&lt;br /&gt;
&lt;br /&gt;
While still in its experimental phase, the [[Techpriest|Tech Priests]] in charge are already looking forward in making more of them and further improving on their combat effectiveness. In case you were wondering, these guys are EXTREMELY effective. No information on their sanity.&lt;br /&gt;
&lt;br /&gt;
=== [[Navigator]]s ===&lt;br /&gt;
&#039;&#039;Homo navigo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Navigators are a three-eyed, specialized group of psykers that helps guide Imperial Ships through the Warp (in fact, they were developed to enable Warp travel); although essentially vital for the Imperium&#039;s survival, some radical groups in the Imperium declare them to be heretical mutants. These guys are so different from the mainstream human, that they are actually classified as another species of the Human genus, and not a human subspecies, hence their scientific name. They also get their own house in the Houses of Terra within the Terran Administratum, which provides a large modicum of independent political clout within the Imperium and prevents them from being sacrificed to the Golden Throne.&lt;br /&gt;
&lt;br /&gt;
Navigators are never any other kind of psyker (including being a [[Blank]]).&lt;br /&gt;
&lt;br /&gt;
==Probably Natural==&lt;br /&gt;
&lt;br /&gt;
These abhumans are extremely adapted for one specific world (with two big exceptions), which is how evolution works; one would expect the [[Dark Age of Technology]] to be capable of far more versatile adaptations.  Typically, the only details we are given about them is their planet of origin.&lt;br /&gt;
&lt;br /&gt;
=== [[Felinid]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens hirsutus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thanks to 6th Edition, Imperial [[catgirl|catgirls]] are canon! They&#039;re found only on the planet [[Carlos McConnell]] and we know absolutely nothing about them whatsoever... which is quite disappointing, really. Judging by the Latin name, they are likely [[furry|furries]].&lt;br /&gt;
&lt;br /&gt;
Affirmed to be of the Neko variety in Liber Xenologis. Thank the Emperor....&lt;br /&gt;
&lt;br /&gt;
=== [[Perpetual]]s ===&lt;br /&gt;
&#039;&#039;Homo [[Mary_Sue|Superior]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A human that cannot die and is functionally immortal. If you believe [[Erda]]&#039;s words, a Perpetual is a new species of Human, with the Emperor wishing to accelerate the evolution of standard Humanity into beings similar to Homo Superior and personally sought out every Perpetual on Earth for this task. Seeing as how she is a Master Geneticist, she may land some credibility. Perpetuals can also be Psykers, which is the only explicit confirmation of Abhuman psyker (excepting Navigators, though they are extreme specialists who were artificially engineered).&lt;br /&gt;
&lt;br /&gt;
In fairness, this might not be abhuman so much as a more evolved human, as opposed to a side grade specialist.&lt;br /&gt;
&lt;br /&gt;
=== [[Psyker#Imperium|Psyker]]s ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Homo sapiens psychicus&#039;&#039; (Presumed)&lt;br /&gt;
&lt;br /&gt;
The most common strain of &#039;natural&#039; abhumans are the Psykers. Considered a new fleeting species of Humanity that is yet too weak to fully shield itself from the [[Chaos|horrible gribblies of the]] [[Warp]]. Psykers are both despised &#039;&#039;and&#039;&#039; useful abhumans of the Imperium of Man, which no doubt creates some existential crisis and massive insecurity issues among these Psykers. Due to their (relative) abundance, Psykers have found many roles inside the Imperium when they are picked up from a roaming [[League of Blackships|Blackship]] from either the [[Inquisition]] or the [[Adeptus Astra Telepathica]]. This may include [[Astropath|Astropaths]] to guide the [[Imperial Navy]], [[Psyker Battle Squad|Sanctioned Psykers]] to be used and utilized in the [[Imperial Guard]], protecting the knowledge of a [[Space Marine]] Chapter as a [[Librarian|Librarian]], serve in [[Inquisition]] forces and even becoming a [[Inquisitor]] [[Gregor Eisenhorn|themselves.]] Those who got the short end of the stick becomes the [[Emprah|Emprah&#039;s]] [[Meatbread|psychic chow]] that is used to maintain the [[Astronomican]], though its probably the best an unstable psyker can hope for as they will be treated well, keep control and not be eaten by daemons upon death.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a particularly rare form of psyker known as a [[blank]] which is essentially a Psyker in reverse, resisting or nullifying [[Warp]] energies.&lt;br /&gt;
&lt;br /&gt;
=== [[Troth]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens verdantus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only found on the world of [[Verdant]]; no other details known other than some claiming that they may be [[Wood Elves (Warhammer Fantasy)|plant people.]]&lt;br /&gt;
&lt;br /&gt;
=== [[Neandor]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens hyannothus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only found on the world of [[Hyannoth IV]]; no other details known other than their names, which may be a blatant reference to the extinct Neanderthals and thus, are basically space cavemen.&lt;br /&gt;
&lt;br /&gt;
=== [[Scalies]] ===&lt;br /&gt;
&#039;&#039;Homo sauromimus&#039;&#039; (Presumed)&lt;br /&gt;
&lt;br /&gt;
Scalies are what happens when you mix an Ogryn with a Crocodile and launch the abomination down the deepest toilet hole. They often populate the underhive of Hive Worlds and are frequent bodyguards of [[Scavvies]] which are just poor hobos. They are so genetically unstable that their vox boxes have essentially twisted beyond proper human speech, only communicating via grunts or growls. Seriously, they are so far from the norm that they barely register as human, let alone a separate genetic caste.&lt;br /&gt;
&lt;br /&gt;
They are like Killer Croc from Batman. Each of them can regenerate their limbs like a reptile if it is chopped off. They aren&#039;t fielded by the Imperial Guard due to their inability to effectively communicate and somewhat heretical mutations.&lt;br /&gt;
&lt;br /&gt;
While they are found on many, distinct planets, they are only found in Hives, all of whom probably produce very similar waste, which the Scalies live in; combined with their &#039;&#039;lack&#039;&#039; of &amp;quot;stability&amp;quot; (i.e. having Scalies from different planets reliably breed true), they are what one would expect of natural evolution in an artificially similar environment.&lt;br /&gt;
&lt;br /&gt;
=== [[Sub]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens deformum&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghouls from [[Fallout]]. Intensely fuck ugly individuals born from the rankest shit possible. Similar to Beastmen in terms of persecution, but for some reason, their fuck ugliness is still somehow [[Wat|more stable than their furry counterpart.]]&lt;br /&gt;
&lt;br /&gt;
==Probably Artificial==&lt;br /&gt;
&lt;br /&gt;
These abhumans are adapted for a wide variety of worlds, and, critically, were found on multiple, distinct worlds; as evolution has an astronomically poor chance of producing results like this, odds are far better that the native population, in order to deal with problems brought about by the [[Age of Strife]], genetically tampered with themselves to survive, explaining why populations on similar but distant worlds would arrive at identical (or very similar) solutions.&lt;br /&gt;
&lt;br /&gt;
=== [[Caryatid]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens caeruleum&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bizarre looking [[Wat|flying blue babies]] that may or may not be the original inspiration for the [[Cherubim]]. Often viewed by [[Necromunda|Necromundans]] in the same way as rabbit&#039;s feet. While classified under the genus and species of Homo sapiens, we aren&#039;t too sure whether it is an Abhuman or a Xenos.&lt;br /&gt;
&lt;br /&gt;
=== [[Longshank]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens longatus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Longshanks are adapted for very low or zero gravity, such as would be expected on a damaged [[Imperial Navy|voidship]]. In appearance, the Longshanks are [[Indrick Boreale|bald]] with very pronounced eyes and have unnaturally long legs, when compared with baseline humans. May be an entire race of gingers if their name is any indication. Recently reappeared in the canon to be taken captive by Orks and then summarily executed by their [[Black Templar]] rescuers after assuming they were mutants.  Later being chastised by their commanding officer over the incident and forbidden from harming any more of the prisoners. Its unknown if the offending marines faced any punishment.&lt;br /&gt;
&lt;br /&gt;
=== [[Nightsider]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens tenebris&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Nightsiders are abhumans adapted to live in the dark; not much else is known about them. They may have any of the adaptations one might expect in a low-light environment, such as [[Anime|overly large eyes]] to gather as much light as possible or vestigial eyes that have given up on sight altogether, and/or enhanced alternative senses to cope, such as sonar.  As almost all dark environments are also cold, odds are very good they have some solution for this as well although this could be anything from thick, [[Nurgle|insulating fat]] and/or hair to having natural access to the Psyker discipline of Pyromancy, similar to how Navigators are stable psykers.&lt;br /&gt;
&lt;br /&gt;
=== [[Ogryn]] ===&lt;br /&gt;
&#039;&#039;Homo sapiens gigantus&#039;&#039; [[File:40k_ogryn.jpg|144px|thumb|right|Ogryn]]&lt;br /&gt;
&lt;br /&gt;
Ogryn are transparently based on the archetypal fantasy [[ogre]]: big, strong, and dumb.  They are useful as [[Imperial Guard]] shock troops because they are big enough to wreck the enemy and dumb enough to charge on command.  They are resolutely loyal to their immediate superior officer, but this also makes it extremely easy to turn them to serving Chaos, as they will perform any command given to them if their commanders are persuasive enough, though their childlike faith in the God Emperor makes outright corrupting them harder.&lt;br /&gt;
&lt;br /&gt;
Ogryn hail from high gravity worlds, where their large size is a major limiting factor (smaller creatures are much, much better at lifting more weight relative to their own, and everything is heavier on a high-gravity planet, including an organism&#039;s own body).  As even a relatively small amount of time to genetically drift would realistically cause them to [[Ratling|shrink]] due to extreme selection for minimizing height, as well as get smarter (due to the same pressures that made stock humans get smarter in a hurry), the implication is that someone or [[Games Workshop|something]] (such as the Guard population or planetary AI) has been inducing their large size and low intelligence [[grimdark|to help keep them contained]].  Their adaptations make them naturally suitable for cold, low-gravity worlds, although their low intelligence makes them unlikely to thrive in any environment where they are responsible for feeding, sheltering, and/or clothing themselves.&lt;br /&gt;
&lt;br /&gt;
=== [[Pelager]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens oceanus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abhumans adapted for Ocean Worlds; possibly an attempt to bring back the [[Saharduin]], like the Demiurg are an attempt to bring back the [[Squats]]. Are described as basically being Aquatic Ogryn.&lt;br /&gt;
&lt;br /&gt;
=== [[Ratling]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens minimus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ratlings used to be space [[halfling]]s, but the latest edition miniatures give them hairy bare feet, making them look more like space [[Hobbits]] (though both archetypes have a fair amount of overlap).  They are also noted kleptomaniacs, so they&#039;ve got some space [[Kender]] in them, too.  Their good eyesight and small size make them useful as snipers, but they are otherwise useless in a fight and their personal characteristics make them less than endearing to [[Imperial Guard]] leadership, though the Guardsmen themselves usually don&#039;t mind. Many Guardsmen are perfectly fine with trading with Ratlings for some [[Dakka|special equipment]] or extra rations, and they&#039;re well-known as the sorts of field cooks that can make three old rats, a handful of sawdust, and a stolen muddy boot taste downright &#039;&#039;&#039;edible&#039;&#039;&#039;. Also, they tend to [[Slaanesh|shag like bunnies]].&lt;br /&gt;
&lt;br /&gt;
Taken together, their adaptations make them excellent at surviving on hot, high-gravity worlds with scarce access to food, particularly a damaged [[Imperial Navy|voidship]], where they would also be adapted to tight living quarters.&lt;br /&gt;
&lt;br /&gt;
==Unknown==&lt;br /&gt;
=== [[Beastmen (40k)|Beastmen]] ===&lt;br /&gt;
&#039;&#039;Homo sapiens variatus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beastmen are on their way to being declared [[Mutant#Warhammer_40,000|mutant]]s; as it is, the [[Adeptus Arbites]] has basically declared them an underclass, preventing them from traveling to most planets and excluding them from the [[Imperial Guard]] unless they&#039;re willing to be cannon fodder--something which many of them view as their chance to atone for the [[Grimdark|crime of being born as mutants]]. This will probably be for the best, since their [[Warhammer Fantasy Battle]] counterparts are one of the major parts of the armies of [[Chaos]], but one wonders if the 40K beastmen would be less likely to fall to Chaos if the Imperium made them feel just a little welcome.&lt;br /&gt;
&lt;br /&gt;
All Beastmen which have not been mutated by Chaos are morphologically similar, having a basic human body type modified to have the head and lower legs of a [https://en.wikipedia.org/wiki/Bovidae cloven-hoofed, ruminant mammal from Earth]; one can assume they also possess internal changes, such as a 4-chambered stomach. However, they exhibit widespread diversity within that category, leading to their common consideration of being [[mutant]]s. As these adaptations &amp;quot;merely&amp;quot; adapt the organism to being better at running, jumping, and being able to digest cellulose while sacrificing proficiency at climbing but Beastmen are found on many worlds throughout the Imperium, they would seem to be artificial if not for the fact that one would expect far better of the [[Dark Age of Technology]] than, for example, needing to include horns in order to accomplish digesting grass. Their most likely origin is being artificial but not for the standard reason (like Ogryn seem to be), in particular due to possible interference by nonhumans, such as [[Chaos]] or [[Dark Eldar]], both of whom are notorious for genetically tampering with human populations for their [[Troll|own ends]].&lt;br /&gt;
&lt;br /&gt;
=== [[Centaur]]s ===&lt;br /&gt;
Occupying the deep gray end of canon, the short story &#039;&#039;Children of the Emperor&#039;&#039; from the anthology &#039;&#039;&#039;Into the Malestrom&#039;&#039;&#039; features a guardsman stranded on a lost, feral world with super-high gravity, populated by abhumans whose ancestors gave themselves centaur bodies and super-enhanced muscles to cope with high gravity and abundance of deadly predators. He gets involved with a struggle between the Emperor-worshipping locals and a [[Khorne|Khornate]] [[heresy]], but the best he can do is to report to the Imperium when he escapes that the planet is feral, too dangerous &amp;amp; resource poor to colonize, and houses only some unimportant alien species, thus preventing the loyalists from being slaughtered as mutants by more Puritanical Imperials.&lt;br /&gt;
&lt;br /&gt;
===Stiltlimbs===&lt;br /&gt;
This race of abhumans is noted as first appearing in the Age of Strife. Other than that, very little is known of them.&lt;br /&gt;
&lt;br /&gt;
===Tohruk===&lt;br /&gt;
Debased and brutal cousins of the Ogryn, who have enacted a dark Pact with the Night Lords Chaos Space Marines.&lt;br /&gt;
&lt;br /&gt;
===Amphi===&lt;br /&gt;
This race if Abhumans from the world of Lampra are known to have shape-shifting abilities. This makes them yet another shape-shifting species in Warhammer 40K like the Simulacra, the Lacrymole, or those members of the Assassinorum who utiliize Polymorphine.&lt;br /&gt;
&lt;br /&gt;
===Drepanes===&lt;br /&gt;
These abhumans from the world of Azetium IV are noted as having heads similar to sickles. What this means is unknown. A more deadly version of the Coneheads? Sickle-like beaks?&lt;br /&gt;
&lt;br /&gt;
===Lazul===&lt;br /&gt;
A race of blue-skinned abhumans from the planet Garganus Prime. Other than that, little is known of them. The blue-man group in space? An entire race of Cad Banes? Slutty exotic harems for Pleasure Worlds like the Asari, Twi&#039;lek, or Orion? Who knows.&lt;br /&gt;
&lt;br /&gt;
===Thrix===&lt;br /&gt;
Apparently these abhumans have &amp;quot;lethal plumage&amp;quot;. Maybe some sort of birdman abhuman with poison-exuding or razor sharp feathers?&lt;br /&gt;
&lt;br /&gt;
===Katara===&lt;br /&gt;
The Katara were a species of Abhumans encountered during the Great Crusade.&lt;br /&gt;
&lt;br /&gt;
An insular and honor-bound civilization that had evolved in the Kenuit System during the Age of Strife, they were tall, sunken-eyed, and extremely thin but graceful. Their cities spread beneath the ground of their moons and planets in vast networks of tunnels, and while technologically sophisticated they only used their skill to build cities, ships, and weaponry. Ritual wars and duels were one of the primary aspects of their culture, primarily used to settle social discourse from art and philosophy to war and politics.&lt;br /&gt;
&lt;br /&gt;
During the Great Crusade, the Katarans were encountered by the Emperor&#039;s Children and after several skirmishes ultimately chose to have their fate decided by a duel between their champion Hamaya and the Astartes commander Abdemon. After Abdemon emerged victorious, the honorable Katarans committed mass suicide rather than serve as &lt;br /&gt;
a permanently oppressed underclass to the Imperium&#039;s purebred humans on their own homeworlds.&lt;br /&gt;
&lt;br /&gt;
== DIY Abhumans ==&lt;br /&gt;
Rather surprisingly (considering how much creative freedom 40K typically offers), options for making your own abhuman breeds are actually quite limited, almost to the point of hardly being allowed at all. To recap, in the Imperium there are only 73 officially recognized abhuman breeds. 46 of those are declared extinct, and 12 more are believed extinct due to lack of contact. Only 15 abhuman breeds are officially alive and active in the Imperium of 40K, and 12 of those are named: Navigators, Beastmen, Ogryn, Ratlings, Squats, Nightsiders, Troths, Longshanks, Pelagers, Felinids, Scalies, and Neandors. That leaves &#039;&#039;only 3&#039;&#039; officially open slots for DIY abhumans.&lt;br /&gt;
&lt;br /&gt;
Now, you could quibble on which breeds belong where on the list, or even if some should or shouldn&#039;t be on it all, and how many free slots there actually are, but the end result still leaves little to no wiggle room for converters and fan-fluff writers that want to make their own thing while sticking to the lore.&lt;br /&gt;
&lt;br /&gt;
Then again, you could always just say &amp;quot;fuck it&amp;quot; and go ahead with a fan-creation, regardless of the official numbers, on the assumption that the [[Games Workshop|Administratum]] just got their paperwork wrong. [[Squats|It&#039;s not like that hasn&#039;t happened before]].&lt;br /&gt;
&lt;br /&gt;
{{Imperium}}&lt;br /&gt;
{{Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Chaos_Pack&amp;diff=479251</id>
		<title>The Chaos Pack</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Chaos_Pack&amp;diff=479251"/>
		<updated>2022-09-01T23:58:34Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Chaos Pack was a group of 3 Mutants made as examples in a White Dwarf article. These three mutants were Zygor Snake-Arms the mutant Night Goblin, Leaping Slomm Two-Face the extra-mutated Chaos Troll, and Ngaaranh the Chaos Spawn, who used to be a Harpy and is still somewhat recognizable as having originated as one. As for who they worship/follow/pledge allegiance to, only Ngaaranh is listed as having a god they&#039;re dedicated to, a Minor Chaos God by the name of Kka. The 3 of them (maybe 6? Ngaaranh has 3 heads and Slomm 2, and it&#039;s unknown if either of these heads have minds/souls/wills of their own) wouldn&#039;t be out of place in a late 1980&#039;s/early 1990&#039;s Warhammer Fantasy cartoon with them as the recurring antagonists in the style of Scratch, Grounder, and Coconuts from &amp;quot;The Adventures of Sonic the Hedgehog&amp;quot; or Bebop and Rocksteady from &amp;quot;Teenage Mutant Ninja Turtles&amp;quot;, being a gang of moronic baddies serving Kka the Minor Chaos God as his 3 only followers.&lt;br /&gt;
&lt;br /&gt;
[[Chaos]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Chaos_Pack&amp;diff=479250</id>
		<title>The Chaos Pack</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Chaos_Pack&amp;diff=479250"/>
		<updated>2022-09-01T23:55:01Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Chaos Pack was a gang of 3 Mutants made as examples in a White Dwarf article. These three mutants were Zygor Snake-Arms the mutant Night Goblin, Leaping Slomm Two-Face the extra-mutated Chaos Troll, and Ngaaranh the Chaos Spawn, who used to be a Harpy and is still somewhat recognizable as having originated as one. As for who they worship/follow/pledge allegiance to, only Ngaaranh is listed as having a god they&#039;re dedicated to, a Minor Chaos God by the name of Kka. The 3 of them (maybe 6? Ngaaranh has 3 heads and Slomm 2, and it&#039;s unknown if either of these heads have minds/souls/wills of their own) wouldn&#039;t be out of place in a late 1980&#039;s/early 1990&#039;s Warhammer Fantasy cartoon with them as the recurring antagonists in the style of Scratch, Grounder, and Coconuts from &amp;quot;The Adventures of Sonic the Hedgehog&amp;quot; or Bebop and Rocksteady from &amp;quot;Teenage Mutant Ninja Turtles&amp;quot;, being a gang of moronic baddies serving Kka the Minor Chaos God as his 3 only followers.&lt;br /&gt;
&lt;br /&gt;
[[Chaos]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Chaos_Pack&amp;diff=479249</id>
		<title>The Chaos Pack</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Chaos_Pack&amp;diff=479249"/>
		<updated>2022-09-01T23:54:43Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;The Chaos Pack was a gang of 3 Mutants made as examples in a White Dwarf article. These three mutants were Zygor Snake-Arms the mutant Night Goblin, Leaping Slomm Two-Face the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Chaos Pack was a gang of 3 Mutants made as examples in a White Dwarf article. These three mutants were Zygor Snake-Arms the mutant Night Goblin, Leaping Slomm Two-Face the extra-mutated Chaos Troll, and Ngaaranh the Chaos Spawn, who used to be a Harpy and is still somewhat recognizable as having originated as one. As for who they worship/follow/pledge allegiance to, only Ngaaranh is listed as having a god they&#039;re dedicated to, a Minor Chaos God by the name of Kka. The 3 of them (maybe 6? Ngaaranh has 3 heads and Slomm 2, and it&#039;s unknown if either of these heads have minds/souls/wills of their own) wouldn&#039;t be out of place in a late 1980&#039;s/early 1990&#039;s Warhammer Fantasy cartoon with them as the recurring antagonists in the style of Scratch, Grounder, and Coconuts from &amp;quot;The Adventures of Sonic the Hedgehog&amp;quot; or Bebop and Rocksteady from &amp;quot;Teenage Mutant Ninja Turtles&amp;quot;, being a gang of moronic baddies serving Kka the Minor Chaos God as his 3 only followers.&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Clan_Jamcreermin&amp;diff=126654</id>
		<title>Clan Jamcreermin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Clan_Jamcreermin&amp;diff=126654"/>
		<updated>2022-09-01T23:46:03Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nearly every society has someone claiming that the government must be overthrown, that the status quo must be changed, and on and on... This is the viewpoint of &#039;&#039;&#039;Clan Jamcreermin&#039;&#039;&#039;, whose viewpoints are actually quite correct.&lt;br /&gt;
&lt;br /&gt;
While information concerning this clan is scarce, their origin may have been in the brief (but commendable) heroics of the ex-Skavenslave Skabbicus. He had become a warrior and promised a better life. Against all odds, his revolution held firm, with his fellow slaves being able to break even Stormvermin apart. It&#039;s likely they could&#039;ve succeeded in their endeavors, had the Council of Thirteen simply surrendered. However, the Council was clever, and announced that, if their leader was pointed out, any slave who ceased and desisted would be given a pardon for their misdeeds. Over 10,000 slaves quickly pointed out their leader, causing the rebellion to fall apart (the reverse of Spartacus, if you didn&#039;t get it). [[Advancing the Storyline|Skabbicus died that day]], and all slaves who had helped in the revolt were [[Skaven|killed]] (the pardon being regarded as hearsay).&lt;br /&gt;
&lt;br /&gt;
If this is the case- if Clan Jamcreermin is trying to save their own species from themselves -then they may be one of the only &#039;&#039;good&#039;&#039; Skaven clans. However, that is a considerable amount of trust to place. Even so, if this were truth, the Council would&#039;ve likely crushed them by now. This does leave one to wonder- is Jamcreermin really saving the day, or are they merely puppets of the Council? Are these Skaven a threat, or is [[Games Workshop|the Council]] going soft? Regardless, these Skaven are true oddities in their world.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Jamcreermin&amp;quot; is, given GW&#039;s continued love of puns and British slang, possibly based off of the term &amp;quot;Jacobin&amp;quot;, originally a French term for a member of a revolution-era French political movement that wanted greater centralization and republicanism (that is, wanting a republic instead of a monarchy) but was turned by the British into a pejorative for left wing radicals. That, or its nonsense gibberish, which is also a very British thing.&lt;br /&gt;
&lt;br /&gt;
[[/tg/&#039;s homebrews]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Clan_Jamcreermin&amp;diff=126674</id>
		<title>Clan Jamcreermin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Clan_Jamcreermin&amp;diff=126674"/>
		<updated>2022-09-01T23:45:50Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nearly every society has someone claiming that the government must be overthrown, that the status quo must be changed, and on and on... This is the viewpoint of &#039;&#039;&#039;Clan Jamcreermin&#039;&#039;&#039;, whose viewpoints are actually quite correct.&lt;br /&gt;
&lt;br /&gt;
While information concerning this clan is scarce, their origin may have been in the brief (but commendable) heroics of the ex-Skavenslave Skabbicus. He had become a warrior and promised a better life. Against all odds, his revolution held firm, with his fellow slaves being able to break even Stormvermin apart. It&#039;s likely they could&#039;ve succeeded in their endeavors, had the Council of Thirteen simply surrendered. However, the Council was clever, and announced that, if their leader was pointed out, any slave who ceased and desisted would be given a pardon for their misdeeds. Over 10,000 slaves quickly pointed out their leader, causing the rebellion to fall apart (the reverse of Spartacus, if you didn&#039;t get it). [[Advancing the Storyline|Skabbicus died that day]], and all slaves who had helped in the revolt were [[Skaven|killed]] (the pardon being regarded as hearsay).&lt;br /&gt;
&lt;br /&gt;
If this is the case- if Clan Jamcreermin is trying to save their own species from themselves -then they may be one of the only &#039;&#039;good&#039;&#039; Skaven clans. However, that is a considerable amount of trust to place. Even so, if this were truth, the Council would&#039;ve likely crushed them by now. This does leave one to wonder- is Jamcreermin really saving the day, or are they merely puppets of the Council? Are these Skaven a threat, or is [[Games Workshop|the Council]] going soft? Regardless, these Skaven are true oddities in their world.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Jamcreermin&amp;quot; is, given GW&#039;s continued love of puns and British slang, possibly based off of the term &amp;quot;Jacobin&amp;quot;, originally a French term for a member of a revolution-era French political movement that wanted greater centralization and republicanism (that is, wanting a republic instead of a monarchy) but was turned by the British into a pejorative for left wing radicals. That, or its nonsense gibberish, which is also a very British thing.&lt;br /&gt;
&lt;br /&gt;
{{/tg/&#039;s homebrews}}&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Clan_Jamcreermin&amp;diff=126673</id>
		<title>Clan Jamcreermin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Clan_Jamcreermin&amp;diff=126673"/>
		<updated>2022-09-01T23:45:33Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nearly every society has someone claiming that the government must be overthrown, that the status quo must be changed, and on and on... This is the viewpoint of &#039;&#039;&#039;Clan Jamcreermin&#039;&#039;&#039;, whose viewpoints are actually quite correct.&lt;br /&gt;
&lt;br /&gt;
While information concerning this clan is scarce, their origin may have been in the brief (but commendable) heroics of the ex-Skavenslave Skabbicus. He had become a warrior and promised a better life. Against all odds, his revolution held firm, with his fellow slaves being able to break even Stormvermin apart. It&#039;s likely they could&#039;ve succeeded in their endeavors, had the Council of Thirteen simply surrendered. However, the Council was clever, and announced that, if their leader was pointed out, any slave who ceased and desisted would be given a pardon for their misdeeds. Over 10,000 slaves quickly pointed out their leader, causing the rebellion to fall apart (the reverse of Spartacus, if you didn&#039;t get it). [[Advancing the Storyline|Skabbicus died that day]], and all slaves who had helped in the revolt were [[Skaven|killed]] (the pardon being regarded as hearsay).&lt;br /&gt;
&lt;br /&gt;
If this is the case- if Clan Jamcreermin is trying to save their own species from themselves -then they may be one of the only &#039;&#039;good&#039;&#039; Skaven clans. However, that is a considerable amount of trust to place. Even so, if this were truth, the Council would&#039;ve likely crushed them by now. This does leave one to wonder- is Jamcreermin really saving the day, or are they merely puppets of the Council? Are these Skaven a threat, or is [[Games Workshop|the Council]] going soft? Regardless, these Skaven are true oddities in their world.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Jamcreermin&amp;quot; is, given GW&#039;s continued love of puns and British slang, possibly based off of the term &amp;quot;Jacobin&amp;quot;, originally a French term for a member of a revolution-era French political movement that wanted greater centralization and republicanism (that is, wanting a republic instead of a monarchy) but was turned by the British into a pejorative for left wing radicals. That, or its nonsense gibberish, which is also a very British thing.&lt;br /&gt;
&lt;br /&gt;
{{/tg/&#039;s Homebrews}}&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Clan_Jamcreermin&amp;diff=126672</id>
		<title>Clan Jamcreermin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Clan_Jamcreermin&amp;diff=126672"/>
		<updated>2022-09-01T23:44:58Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nearly every society has someone claiming that the government must be overthrown, that the status quo must be changed, and on and on... This is the viewpoint of &#039;&#039;&#039;Clan Jamcreermin&#039;&#039;&#039;, whose viewpoints are actually quite correct.&lt;br /&gt;
&lt;br /&gt;
While information concerning this clan is scarce, their origin may have been in the brief (but commendable) heroics of the ex-Skavenslave Skabbicus. He had become a warrior and promised a better life. Against all odds, his revolution held firm, with his fellow slaves being able to break even Stormvermin apart. It&#039;s likely they could&#039;ve succeeded in their endeavors, had the Council of Thirteen simply surrendered. However, the Council was clever, and announced that, if their leader was pointed out, any slave who ceased and desisted would be given a pardon for their misdeeds. Over 10,000 slaves quickly pointed out their leader, causing the rebellion to fall apart (the reverse of Spartacus, if you didn&#039;t get it). [[Advancing the Storyline|Skabbicus died that day]], and all slaves who had helped in the revolt were [[Skaven|killed]] (the pardon being regarded as hearsay).&lt;br /&gt;
&lt;br /&gt;
If this is the case- if Clan Jamcreermin is trying to save their own species from themselves -then they may be one of the only &#039;&#039;good&#039;&#039; Skaven clans. However, that is a considerable amount of trust to place. Even so, if this were truth, the Council would&#039;ve likely crushed them by now. This does leave one to wonder- is Jamcreermin really saving the day, or are they merely puppets of the Council? Are these Skaven a threat, or is [[Games Workshop|the Council]] going soft? Regardless, these Skaven are true oddities in their world.&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Jamcreermin&amp;quot; is, given GW&#039;s continued love of puns and British slang, possibly based off of the term &amp;quot;Jacobin&amp;quot;, originally a French term for a member of a revolution-era French political movement that wanted greater centralization and republicanism (that is, wanting a republic instead of a monarchy) but was turned by the British into a pejorative for left wing radicals. That, or its nonsense gibberish, which is also a very British thing.&lt;br /&gt;
&lt;br /&gt;
{{Homebrew}}&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hobgoblin&amp;diff=254238</id>
		<title>Hobgoblin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hobgoblin&amp;diff=254238"/>
		<updated>2022-09-01T03:24:23Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Warhammer Fantasy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4e Hobgoblins.png|300px|thumb|right|A pair of hobgoblin soldiers. Be careful: it&#039;s likely there&#039;s more around.]]&lt;br /&gt;
Tougher than [[Goblin]]s, smarter than [[Bugbear]]s, they&#039;re the [[Alignment|Lawful Evil to Goblin&#039;s Neutral and Bugbear&#039;s Chaotic]]. Usually considered militaristic and malevolent, but often overlooked as cannon fodder like their smaller Goblin cousins, Hobgoblins can prove to be interesting and formidable enemies to a group of player characters, and have the capacity to be pretty badass if you want them to be. Also have a love of slavery (though that’s not fucking unique). Physically, Hobgoblins are generally portrayed as being very large and strong, usually at least as tall as a human. They range from rust to amber in color and sometimes have blueish purple noses or ears. Their ears tend to be overlarge and they have either dog-like or extremely long noses. [[Meme|They also are the CEO of sex.]]&lt;br /&gt;
&lt;br /&gt;
=Hobgoblins vs Orcs=&lt;br /&gt;
If you google something like &amp;quot;[[Dungeons and Dragons]] Hobgoblin&amp;quot;, you&#039;ll get a lot of results where people are asking what the real difference is between Hobgoblins and [[Orc]]s. Aren&#039;t they just the same thing with a different name and drawn slightly differently and carrying different weapons? Well, not exactly.&lt;br /&gt;
&lt;br /&gt;
The short but not especially helpful answer is, to quote the Daily Bestiary blog: &amp;quot;Orcs may have hordes, but Hobgoblins have &#039;&#039;armies&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The longer and more expositional answer is that way back at the dawn of Dungeons and Dragons, [[Gary Gygax]] wanted to have a distinct monster with distinct stats at every early Challenge Rating (1-7). This distinction has been grandfathered in all the way down to [[Pathfinder]] and 5th Edition, though the exact differences in stats has changed over the years, and it&#039;s usually combined with the flavor portrayal - [[Orc]]s being the tribal savages, Hobgoblins being the well-organized and relentless force. [[Rule Zero]], of course, means you can choose to use both creatures, only one, or neither, as you feel like. If your campaign is likely to travel long distances and visit vastly different regions, it can be useful to have two creatures that fill a similar niche and yet are distinct in certain ways from each other. In addition, publishers sometimes give Hobgoblins the more exotic weapons, armor, and tactics, with [[Advanced Dungeons &amp;amp; Dragons]] portraying hobgoblins with an almost &amp;quot;oriental&amp;quot; cast ([[samurai]] armor for the 1e version, Mongolian clothes for the 2e), which is something that [[Pathfinder]] preserved.&lt;br /&gt;
&lt;br /&gt;
For those of you who follow Tolkien, the traits of the [[Lord of the Rings]] [[Orc]]s were actually split between Dungeons and Dragons&#039; [[Orc]]s and Hobgoblins. D&amp;amp;D Orcs are reminiscent of the cave-dwelling ambushers Bilbo met in the Misty Mountains or the hordes that Sauron used to attack Gondor, while D&amp;amp;D Hobgoblins are more like Saruman&#039;s Uruk-hai.&lt;br /&gt;
&lt;br /&gt;
Perhaps to try and reinforce the split, unlike [[orc]]s, hobgoblins are usually not suggested to be capable of interbreeding with other races... at least, not since [[thoul]]s stopped being a thing. But, the [[Kingdoms of Kalamar]] setting for 3rd edition decided to just say &amp;quot;fuck it&amp;quot; to that noise, introducing the Sil-karg, or [[Half-Hobgoblin]], to go alongside the [[Half-Orc]].&lt;br /&gt;
&lt;br /&gt;
=PC Stats=&lt;br /&gt;
As it turns out, that natural lawfulness means that when you get down to it, hobgoblins are a pretty decent option for monster adventurers. After all, if they&#039;re not as murderously self-interested as standard Chaotic Evil monsters, then logically they can find common cause to adventure with humanoids for whatever reasons.&lt;br /&gt;
&lt;br /&gt;
In fact, Hobgoblins have actually been playable in literally every single edition of D&amp;amp;D, from Basic through to 5th.&lt;br /&gt;
&lt;br /&gt;
==BECMI==&lt;br /&gt;
Basic D&amp;amp;D presented Hobgoblins as a PC race in the 10th of the Known World Gazetteers, which makes sense if you&#039;re aware that Gazetteer #10 was &amp;quot;The Orcs of Thar&amp;quot;. Hobgoblins received the following traits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Hobgoblin Ability Modifiers: +1 Strength, -1 Dexterity&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Hobgoblin has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16.&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Hobgoblin determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtacting the result from 9.&lt;br /&gt;
::Hobgoblin Natural Armor Class: 8&lt;br /&gt;
::Can become [[Shaman]]s (8th level) and [[Wokani]] (4th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Hobgoblin&#039;s&#039;s level || XP Required || Hobgoblin&#039;s hit dice&lt;br /&gt;
|-&lt;br /&gt;
|0||0||d8+1&lt;br /&gt;
|-&lt;br /&gt;
|1||1,200||2d8+2&lt;br /&gt;
|-&lt;br /&gt;
|2||2,400||3d8+3&lt;br /&gt;
|-&lt;br /&gt;
|3||4,800||-&lt;br /&gt;
|-&lt;br /&gt;
|4||9,600||4d8+4&lt;br /&gt;
|-&lt;br /&gt;
|5||19,000||5d8+5&lt;br /&gt;
|-&lt;br /&gt;
|6||38,000||6d8+5&lt;br /&gt;
|-&lt;br /&gt;
|7||76,000||-&lt;br /&gt;
|-&lt;br /&gt;
|8||150,000||7d8+5&lt;br /&gt;
|-&lt;br /&gt;
|9||300,000||+2 Hit Points&lt;br /&gt;
|-&lt;br /&gt;
|Subsequent||240,000||+2 Hit Points&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AD&amp;amp;D==&lt;br /&gt;
In AD&amp;amp;D, hobgoblins were naturally added in the Complete Book of Humanoids, along with most other savage humanoids like [[orc]]s, [[goblin]]s, [[gnolls]] and [[ogre]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Modifiers: -1 Charisma&lt;br /&gt;
::Ability Mins/Maxs: STR 6/18, DEX 6/18, CON 5/18, INT 3/18, WIS 3/18, CHA 3/14&lt;br /&gt;
::Available Classes: [[Fighter]] (11), [[Cleric]] (9), Shaman (7), Witch Doctor (7), [[Rogue|Thief]] (12)&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Hit Dice: By class&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::40% chance to detect new construction, sloping passages, and shifting walls when within underground complexes (roll 1d10; the hobgoblin senses these features on a 1-4).&lt;br /&gt;
::[[Dwarves]] receive a +1 bonus to attack rolls vs. hobgoblins.&lt;br /&gt;
::Weapon Proficiencies: Long Composite Bow, Morning Star, Scimtar, Spear, Whip, Pole Arms&lt;br /&gt;
::Nonweapon Proficiencies: Armorer, Blacksmithing, Bowyer/Fletcher, Brewing, Chanting, Close-Quarter Fighting, Direction Sense, Fire-Building, Hiding, Intimidation, Looting, Religion, Weaponsmithing, Wild Fighting&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==3rd Edition==&lt;br /&gt;
Hobgoblin PC stats were actually all over the place in 3rd edition! First appearing in the Monster Manual as an NPC, they got their first full PC stat block in [[Forgotten Realms: Races of Faerun]], and were reprinted a few times after that, remaining identical in every printing:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +2 Constitution&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+4 racial bonus on Move Silently&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
::[[Level Adjustment]]: +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may wonder just why it is that they get a +1 LA rating? Well, the truth is it&#039;s because WotC dramatically undervalued class levels and overvalued ability score bonuses.&lt;br /&gt;
&lt;br /&gt;
In [[Eberron]] Hobgoblins were one of the great empires of the past and have a sovereign, recognized nation plus a history of mercenary work. While not exactly &#039;&#039;respected&#039;&#039; in most of Eberron, including one in an adventuring party is perfectly plausible.&lt;br /&gt;
&lt;br /&gt;
===Kingdoms of Kalamar===&lt;br /&gt;
Hobgoblins got a major promotion as one of the core playable races in [[Kingdoms of Kalamar]]. Unfortunately, as KoK was written for 3.0 by a bunch of hacks who somehow thought that 3e would take all the &amp;quot;warriors dominate at low levels&amp;quot; elements of [[Advanced Dungeons &amp;amp; Dragons]] and turn this into flat-out [[Fighter]] supremacy instead of doubling down on [[Linear Warriors, Quadratic Wizards]], their stats are generally regarded as being really crap.&lt;br /&gt;
&lt;br /&gt;
The Tellene Hobgoblin first appeared as PC option in the KoK Player&#039;s Guide, where they were largely identical to the 3.0 hobgoblin... save for the fact they got a new +2 racial bonus to Listen &amp;amp; Spot checks, and that they escaped the +1 [[Level Adjustment]] by suffering a -2 penalty to &#039;&#039;all three mental stats&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Tellene Hobgobs subsequently got their own racial [[splatbook]] which offered up five different subraces to play as... are they any better than the original? Well...&lt;br /&gt;
&lt;br /&gt;
;Krangi&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+2 racial bonus to Listen and Spot checks.&lt;br /&gt;
::Racial Weapon Proficiency: Proficient in the use of Short Sword, Halfspear, Longsword, Dagger, Crossbow, and Javelin.&lt;br /&gt;
::Racial Armor Proficiency: Proficient in the use of Light Armor and Medium Armor.&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Kargi&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+2 racial bonus to Listen and Spot checks.&lt;br /&gt;
::+4 racial bonus to Hide checks.&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Kors&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+2 racial bonus to Appraise checks dealing with armor, weapons, and raw metals.&lt;br /&gt;
::+4 racial bonus to Hide checks.&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Dazlak&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +2 Constitution, -2 Strength, -2 Intelligence&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 120 feet&lt;br /&gt;
::+2 racial bonus to Survival checks in Desert environments.&lt;br /&gt;
::Energy Efficient: A Dazlak requires only half the amount of food and water to survive that a human does, and can operate for 48 continuous hours without penalty&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Rankki&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Low-light Vision&lt;br /&gt;
::+2 racial bonus to Listen, Spot and Search checks.&lt;br /&gt;
::+2 racial bonus to Survival checks made to deal with the weather.&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tellene is also home to the [[Half-Hobgoblin]], who is at least competing with the [[Half-Orc]] for &amp;quot;crappiest racial stats of 3e&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==4th Edition==&lt;br /&gt;
Hobgoblins appeared in 4e&#039;s 1st [[Monster Manual]], alongside many other iconic monstrous races. They weren&#039;t particularly exciting when they did, but they were functional and certainly not as badly off as in some editions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Scores: +2 Constitution, +2 Charisma&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 6 squares&lt;br /&gt;
::Vision: Low-Light&lt;br /&gt;
::Skill Bonuses: +2 Athletics, +2 History&lt;br /&gt;
::Battle Ready: +2 bonus to Initiative checks&lt;br /&gt;
::Racial Power - Hobgoblin Resilience: Once per encounter, as an immediate reaction to being affected by an effect that a save can end, you can make a save to end that effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4th edition would later present them as a Winning Races article in [[Dragon Magazine]] #419. In this version, their ability modifiers were +2 Con and +2 to Cha or Int, they gained the Phalanx Soldier racial trait (+1 to AC if you are wielding a shield and standing adjacent to a shield-wielding ally), and Hobgoblin Resilience was replaced with Hobgoblin Discipline (1/encounter, as a free action, immediately end an ongoing save-ends effect at the start of your turn).&lt;br /&gt;
&lt;br /&gt;
==5th Edition==&lt;br /&gt;
Nasty mid-level monsters. Low hitpoints, but good armor for monsters and have a faux-sneak attack that deals a shitload of extra damage when they focus-fire on a single target, which they &#039;&#039;will&#039;&#039; get off because your brain-dead party couldn&#039;t focus-fire on the squishy-but-deadly guys if their lives literally depended on it, right? &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039; added brutal monk/cops that can turn invisible and powerful blaster wizards that get faux-evoker powers and can apply that faux-sneak attack to all of their spells. Even the AoEs.&lt;br /&gt;
&lt;br /&gt;
Added as a playable race in in &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039;, along with both the other [[goblinoid]]s. Mockingly described on /tg/ as being all [[wizard]]s, since Int bonuses are scarce and getting additional weapons and armor is a lot better for classes that don&#039;t already get them, but a Con bonus is welcome in any class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +2 Constitution, +1 Intelligence&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Martial Training: You are Proficient in two martial weapons of your choice and light armor.&lt;br /&gt;
::Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can&#039;t use it again until you finish a short or long rest.&lt;br /&gt;
::Languages: You can speak, read, and write Common and Goblin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Post-Tasha&#039;s===&lt;br /&gt;
The &#039;&#039;Folk of the Feywild&#039;&#039; [[Unearthed Arcana]] article, which would later be published in &#039;&#039;Mordekainen&#039;s Monsters of the Multiverse&#039;&#039;, saw a drastic rewrite for the Hobgoblins, and this one was considerably...lighter compared to the original writeup, turning them more fey-like but also making them less of an auto-take. This also makes Hobgoblins add more uses to the oft-ignored Help action. &lt;br /&gt;
&lt;br /&gt;
Part of this is that they represent the original lore about them being originally Fey who were subjugated into soldiers. This also makes more of an effort to tie in the magic of reciprocity, that is the spirit of giving and receiving.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +2 to one stat and +1 to a second or +1 to three different stats.&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.&lt;br /&gt;
::Fey Gift: You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action, whether as a bonus action or an action:&lt;br /&gt;
::*&#039;&#039;Hospitality:&#039;&#039; You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.&lt;br /&gt;
::*&#039;&#039;Passage:&#039;&#039; You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn.&lt;br /&gt;
::*&#039;&#039;Spite:&#039;&#039; Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute.&lt;br /&gt;
::Fortune from the Many: If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eberron===&lt;br /&gt;
Keith Baker later introduced further hobgoblin subraces in &#039;&#039;Exploring Eberron&#039;&#039;, mostly for the Dhakaani culture of ancient goblinoids reemerging in secret after locking themselves away from the Age of Dust deep beneath the Earth, &#039;&#039;[[Fallout]]&#039;&#039; style.  They are specifically known as the Dhakaani ghaal’dar (mighty folk), and are the leadership caste of their society.  They also have different subraces for different specializations:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;Ability Score Increase&#039;&#039;: Your Constitution score increases by 2.&lt;br /&gt;
::&#039;&#039;Age&#039;&#039;: Ghaal’dar mature at the same rate as humans and have lifespans similar to theirs.&lt;br /&gt;
::&#039;&#039;Size&#039;&#039;: Ghaal’dar are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.&lt;br /&gt;
::&#039;&#039;Speed&#039;&#039;: Your base walking speed is 30 feet.&lt;br /&gt;
::&#039;&#039;Darkvision&#039;&#039;: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
::&#039;&#039;Discipline&#039;&#039;:  You have advantage on saving throws against being charmed.&lt;br /&gt;
::&#039;&#039;Languages&#039;&#039;: You can speak, read, and write Common and Goblin.&lt;br /&gt;
::&#039;&#039;Subrace&#039;&#039;: Within the Dhakaani caste system, young ghaal’dar are trained to fulfill one of two roles. Guides are diplomats and scholars, while soldiers are devoted to war. Choose a subrace for your ghaal’dar character.&lt;br /&gt;
:::&#039;&#039;&#039;Guide:&#039;&#039;&#039; As a guide, possibly a duur’kala bard, you’ve been trained to lead your people.&lt;br /&gt;
::::&#039;&#039;Ability Score Increase&#039;&#039;: Either your Intelligence or Charisma score increases by 1 (your choice).&lt;br /&gt;
::::&#039;&#039;Lead By Example&#039;&#039;: If you fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.&lt;br /&gt;
::::&#039;&#039;The Guiding Arts&#039;&#039;: You have proficiency in two of the following skills of your choice: History, Medicine, Performance, or Persuasion.&lt;br /&gt;
:::&#039;&#039;&#039;Soldier:&#039;&#039;&#039; As a soldier, you’ve drilled in the art of war since childhood. Ability Score Increase. &lt;br /&gt;
::::&#039;&#039;Ability Score Increase&#039;&#039;: Either your Dexterity or Strength score increases by 1 (your choice).&lt;br /&gt;
::::&#039;&#039;Strength in Unity&#039;&#039;: If you miss with an attack roll or fail a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (Maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.&lt;br /&gt;
::::&#039;&#039;The Arts of War&#039;&#039;: You have proficiency in two of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===3rd Party Settings===&lt;br /&gt;
;World of Farland&lt;br /&gt;
On the other hand, if you want a more expected sort of hobgoblin PC race, take a look at the [[World of Farland]], which gives us this statblock: the biggest difference is that Farlandish hobgoblins are literally bred for either of two military castes, and have subraces reflecting this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +2 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Born to War: You are Proficient in &#039;&#039;all&#039;&#039; Martial type weapons.&lt;br /&gt;
::Tactical Mind: You have Advantage on Intelligence checks relating to battle tactics and strategy.&lt;br /&gt;
::Subrace: Choose either the Cavalry-Bred or Legion-Bred subrace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cavalry-Bred&#039;&#039; hobgoblins are bred as beastmasters and, obviously, cavalry.&lt;br /&gt;
::Ability Score Increase: +1 Dexterity&lt;br /&gt;
::Hard to Kill: You have Advantage on Death Saving Throws.&lt;br /&gt;
::Beast Trainer: You have Proficiency in Handle Animal, and when you are mounted, you gain Advantage on the next attack you make after your mount is struck by an attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Legion-Bred&#039;&#039; hobgoblins are the rank-and-file warriors of the hobgoblin legions.&lt;br /&gt;
::Ability Score Increase: +1 Strength&lt;br /&gt;
::Martial Advantage: Once per short rest, if you hit an enemy that is also within 5 feet of a non-incapacitated ally of yours, you can deal +2d6 damage.&lt;br /&gt;
::Stern: You have Proficiency in Intimidation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pathfinder==&lt;br /&gt;
On the world of [[Golarion]], hobgoblins are the result of an ancient attempt at [[fleshcrafting]] ordinary [[goblin]]s into bigger, stronger and smarter forms that could then be used as expendable soldiers to defeat the [[elves]]. The elves managed to stop their creators before they could install controls, but not in time to keep them from hating elves instinctively or from seeking to conquer and destroy. Nice going, pointy-ears. Since they hate elves, they hate arcane magic and even [[Sorcerer]]s are unheard of among them. They make up for this with [[Alchemist]]s, [[Oni|Ja Noi]] allies, the occasional devil worshiping shaman [[Cleric]] and engineers (the kind that makes mundane siege engines and fortifications rather than steampunk).&lt;br /&gt;
&lt;br /&gt;
Golarion hobgoblins are most notable because they&#039;re supposed to be completely hairless... but, as Paizo began using them more frequently, hobgoblins with hair became increasingly common in their artwork. Rather than admit that this was just a result of different artists ignoring that lore, Paizo retconned that Golarion hobgobs are hairless... but scalp humanoid foes they defeat and make wigs out of their hair, which they wear as symbols of prowess and honor.&lt;br /&gt;
&lt;br /&gt;
Their stats are unchanged from 3E, except they lose level adjustment and, per [[Pathfinder]]&#039;s changes to the skill system, their move silently bonus is now a bonus to Stealth. They have options to trade away this bonus for a few things, and one thing to trade their darkvision for, but in the end the only reason to bother with playing one is they alone have the perfect ability scores for a [[Kineticist]].&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Hobgoblin 1e.jpg|1e&lt;br /&gt;
Hobgoblin MM 1e 2.jpg&lt;br /&gt;
Hobgoblin A2.png&lt;br /&gt;
Hobgoblin MCV1.jpg|2e&lt;br /&gt;
Hobgoblin 2e.png|DiTerlizzi art from the 2e Monstrous Manual.&lt;br /&gt;
Hobgoblin 3e.jpg|3e&lt;br /&gt;
Hobgoblin Forces 4e.jpg|A troop of hobgoblins from the [[Nentir Vale]].&lt;br /&gt;
Hobgoblin 5e.png|The infamously lion-faced hobgoblin of 5th edition .&lt;br /&gt;
TWBTW Hobgoblin stilt-walker.png&lt;br /&gt;
Hobgoblin_Fire.jpg|A Hobgoblin Firebrand from the [[Pathfinder]] RPG&lt;br /&gt;
Hobgoblin_Commander.jpg|An [[weeaboo|Oriental]] style Hobgoblin commander, also from Pathfinder&lt;br /&gt;
Hobgoblin Wyrmlord Ulwai Stormcaller.jpg|They&#039;re over here....&lt;br /&gt;
PF Hobgoblin Chieftess.jpg|...And they&#039;re over there...&lt;br /&gt;
PF Hobgoblin Bombadier.jpg|...Those Darn Hobgoblins are everywhere!&lt;br /&gt;
Hobgoblin B1.png&lt;br /&gt;
Hobgoblin ARG 1.png&lt;br /&gt;
Hobgoblin ARG 2.png&lt;br /&gt;
Hobgoblin SF 1.png&lt;br /&gt;
Hobgoblin SF 2.png&lt;br /&gt;
2fa1c3e162bb169c0375f4e7f04d0548.jpg|If anything, Hobgoblins can make some pretty good beer.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
The Hobgoblins of Warhammer Fantasy are backstabbing, selfish, and treasonous to the point even normal goblins seem chill compared to them. So much so that they evolved a bony plate in their back to ward off backstabbing. Their culture is vaguely Mongol Horde inspired: riding giant wolves and living in nomadic caravans along the Eastern Steppes where they regularly torment [[Grand Cathay]]. Their leader, Hobgobla Khan, was the reason the Cathayan Great Bastion was built. Hobgoblins are loathed by the other Greenskins for siding with their Chaos Dwarf Masters in the Greenskin Slave Rebellion of Zharr-Naggrund, which is why you never see the little buggers beyond the Dark Lands. &lt;br /&gt;
&lt;br /&gt;
Now in Age of Sigmar, the Hobgoblins (renamed Hobgrots) follow the swamp-dwelling sub-faction of the Orruks Warclans called the Kruleboyz, Orcs that are more Mork than Gork in thinking. Hobgrots are bigger than the usual grots (goblins), and even though they do follow the Kruelboyz, they are more of a middle-man in a selfish tripartite symbiosis between the Kruleboyz, themselves and a mysterious clan of [[Chaos Dwarfs|Chaos Duardin]]. They fight using crude sulphuric stick grenades that they pocketed from their stunty overlords. Tribes of Hobgrots are fiercely protective of each other, so most Kruleboyz don&#039;t bully them as much as other grots, and they may form small empires in wastelands. Also, they&#039;re one of the few species of Humanoid Greenskins (non-Squigs) who aren&#039;t actually Green. Their skin in official model paints is depicted as being sallow yellow.&lt;br /&gt;
&lt;br /&gt;
Being made into a playable race in [[Age of Sigmar Roleplay]] has introduced a more opportunistic angle to the Hobgrots. While just as greedy as any normal goblin, the Hobgrots are more enterprising and especially capable bargainers. They seemingly have a better grasp of commerce, enough so that they have a compulsion to trade up their goods for more valuable treasures.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls?==&lt;br /&gt;
[[File:MGE Hobgoblin.jpg|thumb|300px|right|The MGE Hobgoblin... because, when your goblin looks like a horned [[loli]], what&#039;s easier than just slapping tits on it, naming it hobgoblin, and calling it a day?]]&lt;br /&gt;
{{monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Because hobgoblins are not readily distinguished from [[goblin]]s in the eyes of most people, the idea of a hobgoblin monstergirl is an uncommon one at best. Perhaps the most believable depiction of a hobgoblin MG would be as a race of [[goblinoid]] [[amazon]]s; curvy female goblinoids who use force to secure what they want, be it land, wealth, or a human boytoy.&lt;br /&gt;
&lt;br /&gt;
For what it&#039;s worth, there is &#039;&#039;one&#039;&#039; D&amp;amp;D adventure where a sexy female hobgoblin appears; [[Red Hand of Doom]] features Wyrmlord Ulwai Stormcaller, a female hobgoblin stormsinger whose rare blue eyes and uncanny good looks have attracted much torment for her throughout her life, as other hobgoblins have accused her of being half-human, or even half-elven. The same description also calls her a masterful liar even though she has no ranks in bluff and her art is pretty far from sexy, so take the description with some skepticism.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], hobgoblins are portrayed as ditzy, dim-witted, clumsy oppai loli variants of the common goblin; despite being even dumber than their flat-chested sisters, goblins adore and revere them, seeing their huge breasts as a sign of great power and potential. Perhaps because hobgoblin mamono are even more ridiculously super-strong than the goblins are themselves; they may not have much going for them, but if they hit you, then you &#039;&#039;&#039;stay&#039;&#039;&#039; hit. Or else it&#039;s because the common goblins are smart enough to realize that breasts are a huge advantage in terms of having fun whilst having sex.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
{{Starfinder-Races}}&lt;br /&gt;
[[Category: Goblin]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sons_of_Behemat&amp;diff=437010</id>
		<title>Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sons_of_Behemat&amp;diff=437010"/>
		<updated>2022-09-01T03:13:59Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Named Gargants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Sons of Behemat|Logo=Kraken-eater.jpg|Alliance=Destruction|Motto=Big and friendly these giants are not...}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|We had common cause once, little man. No more. Now the Sons of Behemat march. Kraken-eater. Warstomper. Gatebreaker. Mancrusher. Bonegrinder. All as one. Behemat calls.|The Kraken-eater Baran to a Freeguild Captain and former ally.}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Disasters are called natural, as if nature were the executioner and not the victim.|Eduardo Galeano}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|There is only power. Power is of the individual mind but the mind&#039;s power is not enough. Power of the body decides everything in the end and only might is right.|T.H. White, &amp;quot;The Once and Future King&amp;quot;}}&lt;br /&gt;
The &#039;&#039;&#039;Sons of Behemat&#039;&#039;&#039; are Gargants (known as Giants outside of trademark issues), the offspring of the titular [[Godbeast]] Behemat; colossal forces of nature that terrify foes and (their few) friends alike. They are driven by their wanton need for inflicting mass carnage and proving themselves as the true champions of Gorkamorka. Despite this, other factions will often hire the services of the Sons of Behemat as living siege weapons.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Age of Myth===&lt;br /&gt;
[[File:Behemat teaser.jpg|300px|thumb|right|Note that the [[Stormcast Eternals|Stormcast]] are literally immortal, yet they&#039;re still scared shitless by this absolute unit.  Then again, Warham’s giants tend to stuff smaller foes in their trousers, so it&#039;s understandable]]&lt;br /&gt;
&lt;br /&gt;
In the beginning, there was a titanic godbeast known as Ymnog, Grandfather of Gargants. According to the Gargant Matriarchs (no model exists cause not many want to see what saggy Gargant tits look like in plastic), Ymnog created the Mortal Realms when he threw a punch so hard that he shattered reality into earth, sea, and sky. After drinking and eating entire sections of the cosmos, Ymnog laid down to take a nap, where his drool would flow down into the Realms and become the first rivers. Inside his stomach was born Behemat, along with his two idiot brothers, named Gorg and Ama-Gorag. They brewed a lake of moonshine in their father&#039;s guts, causing him to retch them into his mouth, where Behemat then broke his father’s teeth to escape, the shards of his teeth supposedly becoming the first mountains. Behemat&#039;s brothers were stupid enough to fight over the moonshine they brought with them, and as such Ymnog gulped them back down again. Behemat landed in the Mortal Realms and became the progenitor of the Gargant race and personal right hand to the god of destruction [[Gorkamorka (Deity)|Gorkamorka]] (mostly because the Greenskin god was the only thing bigger than him), while Ymnog would end up being killed by Sigmar cuz he was a titanic monster and the Hammer god wasn’t gonna let him roam around his new home. It&#039;s unknown if Behemat&#039;s brothers are still alive in Ymnog&#039;s gut, but seeing as to how Ymnog is dead now, and the two of them haven&#039;t reappeared, they probably were digested.&lt;br /&gt;
&lt;br /&gt;
It is said the gargants were created from Behemat&#039;s vomit after he went on a binge-eating spree that caused the extinction of several species of cattle. Countless deeds are attributed to Behemat by his Sons, most of which double as their explanation for the different races (known collectively as “pipsqueaks”, “little men”, or any other short demeaning term), like the [[Idoneth Deepkin]] being an Aelven civilization that Behemat drowned after causing a massive flood, the [[Fyreslayers]] being born when the World Titan stomped out some volcanos and saw these angry short guys come out to yell at him, and the denizens of Shyish being mostly skeletons because Behemat ate all the meat in the Realm of Death. Naturally this is all just mythical nonsense passed down by the Gargants, but they serve as a good example of how they view the world around them, a product of Behemat’s achievements. It wouldn&#039;t be implausible if the matriarchs know better, but no granny wouldn&#039;t tell some happy stories to grandson and granddaughter as they cheerfully play a game of kick the swordsman battalion.&lt;br /&gt;
&lt;br /&gt;
Trouble started to brew for the Gargants during the tail end of the Age of Myth. Trying to find a way into the Mortal Realms, [[Tzeentch]] whispered lies to Gorkamorka, making him envious of his champion, as Behemat enjoyed so much freedom under the green god’s rule, while Gorkamorka himself was stuck under Sigmar’s thumb. So Big G ordered Behemat to recreate some of the god of destruction’s greatest feats...and he did, though some were by accident. Then came the big one; Behemat had to recreate the duel between Sigmar and Gorkamorka. So after armoring himself with an entire mountain, Behemat bellowed a challenge to the Hammer God...and nothing happened. So he started stomping on the local sigmarites which caused the Lord of Azyr to come rocketing down from the heavens and knocked Behemat out cold, putting him in a millenia-long coma in the region known as the Harmonis Veldt in Ghyran. Alarielle, Goddess of Life, opted to forgive the Godbeast’s rampages and wove life magic around his sleeping form so that his body would become covered by the earth; his skull becoming the mountain of Tor Crania, his mouth becoming the Titansmawr (from which more gargants would occasionally crawl out), the Sweatswamp forming around the location of his left armpit, and so on. This pretty much makes him the [[Mythology#Norse_Mythology|Ymir]] of the Mortal Realms. For this act of clemency, many of the “traditional” Gargants revere Alarielle as the “Woman of the Woods” and make an attempt to avoid trampling through areas of her influence.&lt;br /&gt;
&lt;br /&gt;
===Age of Chaos===&lt;br /&gt;
Despite their forefather taking a big snooze, the Gargants were mostly unfazed, continuing their own isolationist lives or rampaging in the hordes of Gorkamorka. This would not last, as the Age of Chaos happens and everything gets ruined. The Ruinous Powers and their servants were quick to fall upon the Gargants, seeing them both as prestigious monsters to slay for glory and destructive weapons of mass mayhem. The ones that weren’t slain in droves or hid themselves away become Chaos Gargants (willingly or otherwise) who tromped alongside the Slaves to Darkness in agony. This conflict is known to the Gargants as the &#039;&#039;Sole&#039;&#039; Wars, as many a giant foot was cut up badly by the spiky pipsqueaks, until the “invention” of Gargant sized sandals and shoes made of monster hide.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
The Age of Sigmar proved to be one of the most important parts of the race’s history. During the Realmgate Wars, as part of Archaon&#039;s plan to corrupt the godbeasts to Chaos, he sent the Maggotkin of Nurgle and the Skaven to corrupt Behemat, whose sleeping place was already corrupted by Nurgle into what is now known as the Scabrous Sprawl. The plan was for the Skaven to drill into his bones to awaken him, the Maggotkin to corrupt him with Nurgle&#039;s taint, and for him to be persuaded to join Archaon&#039;s side by being told half-truths about Sigmar killing his father Ymnog (which he technically did). Although the Stormcast Eternals attempted to stop this, they were too late and were forced to invoke the power of the Great Bolts (the same weapon Sigmar used to kill Ymnog) to put down Behemat before he could be fully corrupted. Many of the gargants native to the Sprawl felt lost after witnessing the death of their god-progenitor, and were taken in by the Oakenbrow Sylvaneth and became eventual allies of them.  Meanwhile countless more became solitary drunkards called Aleguzzlers, and found “employment” with the [[Gloomspite Gitz]], on account of the Grots’ copious amounts of fungus booze and cold dank caves to sleep off their roaring hangovers.&lt;br /&gt;
&lt;br /&gt;
Since the death of Behemat, his Sons have been noted to have been getting bigger, more violent and more intelligent, leading to the evolution of so-called &amp;quot;Mega-Gargants&amp;quot;, colossal both in size and aggression.  Just the thunderous sound of a Mega-Gargant’s footfalls will draw even the most reclusive of Gargants from miles around to join together. Tribes will form around these massive warriors who then proceed to mold the Gargants under his command into terrifying natural disasters.&lt;br /&gt;
&lt;br /&gt;
And with the Mega-Gargants seemingly becoming bigger and bigger with each day, it seems likely that there will come a time when a new World-Titan will emerge...&lt;br /&gt;
&lt;br /&gt;
===Broken Realms===&lt;br /&gt;
When the God of Earthquakes [[Kragnos]] broke free from his mountain prison and started to sprint towards Excelsis, several territorial Mega-Gargants noticed the colossal centaur creature and instantly challenged him for daring to enter their turf. All but one, a Kraken-eater called Derko Walrusbiter, were slain, and Kragnos kept marching on with his new follower in tow. They picked up more Gargants along the way before colliding with Waaagh!Gordrak and the two parties merged together under Kragnos’ command to tear down Excelsis. The Mega-Gargants were instrumental in tearing down the great walls that defended the city, however it was just as likely that their fallen corpses become brand new walls. Derko Walrusbiter gathered a Stomp of other Kraken-eaters and appeared out of the water and marched on the Excelsis harbor, but they were soon surrounded by the surprise arrival of a Black Ark carrying Morathi-Khaine and her [[Daughters of Khaine|wych aelf worshippers]], the goddess herself putting down Derko. Kragnos was lured through a portal to the other side of Ghur and the destruction horde was scattered.&lt;br /&gt;
&lt;br /&gt;
===Era of the Beast===&lt;br /&gt;
Kragnos’ revival has caused a surge of feral energy from Ghur to waft out into the realms and drives all the races of destruction into a frenzy. The Sons of Behemat, though incapable of understanding what actually happened, refer to this event as the Great Stomp and roam far and wide to exercise their newfound energy. More than a few Stomps have taken to following the lead of Kragnos, though others are still content to follow their own blunt ideas.&lt;br /&gt;
&lt;br /&gt;
==Religion and Culture==&lt;br /&gt;
[[File:BehematStormcast.jpg|800px|thumb|center|[https://www.youtube.com/watch?v=8OkpRK2_gVs/ SIE SIND DAS ESSEN UND WIR SIND DIE JAEGER!!!!!]]]&lt;br /&gt;
The Sons of Behemat don’t really worship [[Gorkamorka (Deity)|Gorkamorka]], whom they call the Godstompa, as they do “highly revere” him. In fact, they only seem to acknowledge the green god because Behemat did, who seems to be the real center of Gargant society. The Godstompa himself is said to be a massive yellow-nailed bare foot that flattens entire cities where ever he treads (watching the orruk shamans cast the Foot of Gork spell only strengthens this notion for them). When the Godstompa is split into “Gorkfoot and Morkfoot”, the Gargants state that one is “stompy but kicky” and the other is “kicky but stompy”. This fixation on feet forms the cornerstone of Gargant culture and how they view other races (Example: they’re not fond of the [[Slaves to Darkness]] not cuz they’re Chaos worshippers, but because their spiked armor makes them unpleasant to squash).&lt;br /&gt;
&lt;br /&gt;
This foot fetishism also bleeds into their tribal organization. A tribe of Gargants is called a Stomp (most civillized races call them Catastrophes, but the average gargant can&#039;t pronounce, let alone spell, that word), with the leader being known as the &amp;quot;Big Heel&amp;quot;. Subordinate Mega-Gargants are thus &amp;quot;under the heel&amp;quot;, while the tribe&#039;s Mancrushers are referred to as “footsloggas” (larger Mancrushers who lead their fellows are said to be &amp;quot;toeing the line&amp;quot;). Wherever a Stomp roams, the Gargants will leave their mark in the trails of ruin and destruction they leave behind. Frontier towns and outposts are reduced to rubble. Holy forests are uprooted and turned to splinters. All of which they do out of boredom and complete disregard for anything made/honored by the pipsqueaks. Such devastation is most commonly found in [[Ghur]], where Gargants are so common that all the natives have learned to recognize and fear the tell-tale thumping of their footprints that can be heard for miles around. Gargants won’t give anyone smaller than them (meaning everyone) the time of day unless they are at eye level with the beasts, usually standing on a cliff or some tower/war machine. Though this can prove a successful means of diplomacy, it’s just as common for the Gargant to mindlessly grab the diplomat and devour them.&lt;br /&gt;
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Since Behemat was the Champion of Gorkamorka, his Sons now strive to fill the gap left by their forefather’s death. This is best exemplified by their correlation of size equaling strength, or “Mightier Makes Rightier” as they say. The biggest have the authority to boss around those smaller than them and (most of) the giants just accept it as fact. Though when two Gargants of similar size meet, they are bound to begin wrestling with each other to assert dominance. Sometimes they will instead do a series of “strength challenges” to determine who’s in charge, though this often still leads to the participants grappling on the ground. The aforementioned challenges are usually done in large open area or the ruins of a nearby city that was stomped flat by the Gargants to serve as their playing field.&lt;br /&gt;
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Gargants have a vague sort of connection to the various [[Orruk Warclans|greenskin]] [[Gloomspite Gitz|factions]], likely due to Gorkamorka’s role in their origin. Whenever a Waaagh! is called or the Bad Moon looms in the sky, it’s quite common to find the lumbering giants following the greenskin hordes. The maniac energies that swell during such times is contagious to the Gargants, though not to the same extent as Orruks and Grots. It’s described as the Gargants wanting to show the yelling hordes at their feet who’s really the biggest and baddest. At the height of their fervor, tribes of Gargants will break out into a full on sprint and crush entire battlelines with their feet alone before crashing into battlements with club and girth. The only exception to this ‘working well with Greenskins’ philosophy are the Kruleboyz, who the Gargants despise for their slippery scheming and dirty tricks. As for the other destruction race, the [[Ogor Mawtribes]], Gargants have a healthy respect/fear of them. They acknowledge their larger size and strength compared to other pipsqueaks, and have seen more than a few of their kind be consumed alive by the ravenous gluttons or blasted apart by their cannons.&lt;br /&gt;
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Most other realm-shaking events that defined entire factions weren’t acknowledged by the Sons of Behemat, deeming them as quite literally beneath them.  Only three events have shaken their race as a whole, the Age of Chaos, Behemat&#039;s death, and after that the arrival of the [[Nighthaunt]] processions.  The Mortarch of Grief [[Lady Olynder]] effortlessly slew a Mega-Gargant and his Stomp, allowing the survivors to tromp away to spread fear of her legions.  Sure enough, rumors spread across the Gargant tribes of ghostly beings that stomping couldn&#039;t hurt or kill.  Confusion led to terror, and terror became a reality when similar battles occurred where the Sons of Behemat, now dreading the Nighthaunt, found that their foot falls and club swings held little purchase against the ghosts.  Things have gotten better though as new tales spread amongst the tribes of how the Bjarl Stomp worked with the ghost-hunting [[Bonesplitterz|Drakkfoot Warclan]] to put down an army of Nighthaunt at the Asp River.&lt;br /&gt;
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===Gargants as Mercenaries===&lt;br /&gt;
Starting in the Age of Chaos, Gargants began to sell their bulk to various warring factions for the promise of food, loot, and a good scrap. This can be traced back to the very first Gargant Mercenaries, a trio of hairy bruisers called the Grugg Brothers. They were in an alliance with the Ogors of the Meatfist Mawtribe at the time, and started to take note of how the Ogors worked for other races and were getting paid for it. The Grugg Brothers were further tutored by the Maneaters of the Gutstuffers company, teaching them rudimentary tactics such as attacking early in the morning when enemy forces are tired and making battle plans before hand. When the Gargants inevitably parted ways with the Mawtribes, they spread their knowledge to the other Stomps and word quickly spread of a new lucrative way of life. This knowledge has since been known to the more cunning Gargants as the “Great Secret”. When it comes to acquiring the services of a Gargant, humans are usually the chosen diplomat since duardin are too short for the giants to take seriously, and aelves use too many big words that confuse and frustrate them. The destruction races naturally don’t have this problem.&lt;br /&gt;
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===Favored Pastimes/Gargant Games===&lt;br /&gt;
*&#039;&#039;&#039;Horse-punting&#039;&#039;&#039;: Players kick a horse and see which one goes the farthest. Bonus points are awarded to the horse that lands on an unsuspecting pipsqueek.&lt;br /&gt;
*&#039;&#039;&#039;Boar-scoffing&#039;&#039;&#039;: Pig eating contest...with full sized hogs.&lt;br /&gt;
*&#039;&#039;&#039;Wakebelching&#039;&#039;&#039;: A game played by more “civilized” Gargants (meaning the ones who work for Order factions). Each player takes turns burping loudly in the dead of night in the middle of a settlement.  The Gargant who woke the most people/gets the most angry shouts of protest wins.&lt;br /&gt;
*&#039;&#039;&#039;Manskittles&#039;&#039;&#039;: Bowling on the battlefield.  Gargants will take a boulder, dead animal, or whatever else is on hand and hurl it at a shield wall to see how many bodies are sent flailing about.&lt;br /&gt;
*&#039;&#039;&#039;Tank-tipping&#039;&#039;&#039;: Like cow tipping, but with Steam Tanks.  It was first played by the Warstomper Nagbog and his Stomp who fought against Commodore Bonn Jensen’s Iron Squadron of Greywater Fastness.  Onlookers of the massacre could’ve sworn they saw flying Steam Tanks that day.&lt;br /&gt;
*&#039;&#039;&#039;Rumble&#039;&#039;&#039;: Football/soccer but with explosive volcanic boulders. Unusual for including willing participants from other races. The Ogors of the Boulderhead Mawtribe regularly migrate through the Adamantine Mountains in Aqshy, where they encounter the native Aridian Stomp. Both sides agree to play this game of Rumble (throwing and/or kicking boulders towards the opposing team’s side) to determine if the Ogors can pass through for free, or if they have to kill half of their beasts and mounts as payment to the Gargants.&lt;br /&gt;
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==Types of Gargants==&lt;br /&gt;
Each “species” of Gargant has a very fairy tale like name, likely given to them by the terrified victims of their rampages.&lt;br /&gt;
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*&#039;&#039;&#039;Mancrusher&#039;&#039;&#039;: The OG Giant is now the most commonly seen species of the giant race, as well as the shortest (keep in mind that a ‘short’ Gargant can still punt a Sigmarine like a football). Mancrushers were originally wayward Aleguzzler/Chaos Gargants who happened to find a Mega-Gargant to follow around. When in the presence of a Mega-Gargant, they become eager (if a little clumsy) followers, ready to take orders and do whatever their bigger bosses want. This tiny level of “discipline” arguably makes them more dangerous as they can now make unified charges with their fellow Gargants and throw boulders at enemies in a crude firing line. They’re also oddly sober when compared to other Gargants, though this is because their bosses hog most of the booze they come across. In a strangely wholesome twist on the normal method of Destruction aligned recruitment (the weak being subjugated by the strong), Mancrushers will often willingly join the Mega-Gargants cause they admire them as big brothers in a sense. They will wait for the big lugs to fall asleep and then camp out around him. So when the Mega-Gargant wakes up, he’s got a full tribe of loyal bruisers ready to please him...get your mind out of the gutter [[Slaanesh]].&lt;br /&gt;
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*&#039;&#039;&#039;Kraken-eater&#039;&#039;&#039;: A sea faring variety known for their greed and territorial natures. Granted, what they deem as “their territory” is everything in seeing distance. They like lugging around ship cannons to use as blunt instruments as well as colossal fishing nets stuffed full of hapless victims and fish. Lots of fish. Kraken-eaters are also noted for being older than most gargants, being basically grouchy senior citizens who yell at everyone to get off their lawn. Though the more “tame” ones are capable of holding a “pleasant” conversation with other factions that hire them, making them the prime choice for Order factions when they want a Gargant mercenary. This still won’t prevent them from working with another faction to stomp on their former allies though. They lead pseudo crime-syndicates called &#039;&#039;Taker Tribes&#039;&#039;, where they boss around Mancrushers to steal all the loot they can find and fight against anyone who comes onto their turf.&lt;br /&gt;
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*&#039;&#039;&#039;Warstomper&#039;&#039;&#039;: The epitome of the Gargant race and warmonger by any other name. Above all other sub-species, Warstompers love collecting trophies and trinkets from their flattened foes, using them to decorate their grotesque forms. The most intelligent of their kind display a malevolent level of cunning, actively trying to stop wars from ending so they can keep on fighting. To do so, they will join the losing side to drag out the war, kill surrendering troops, and hunt down and consume peaceful ambassadors. This makes them very popular among Chaos hordes who see the Warstomper as a gift from the gods. Expectedly, as they accumulate chaos runes and other mutations, Warstomper can slowly be warped into fully Chaos aligned creatures. Gargants led by a Warstomper are referred to as a &#039;&#039;Stomper Tribe&#039;&#039; and act as walking natural disasters who live only for the thrill of active combat.&lt;br /&gt;
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*&#039;&#039;&#039;Gatebreaker&#039;&#039;&#039;: These bitter big boys have an obsession with tearing down strongholds, and then using the wreckage as armor and weapons (some even appreciating the irony in these makeshift armaments). This obsession originates from a [[Beasts Of Chaos|loathing of all civilized life]], seeing them as the reason why Behemat is dead. Gatebreakers often wear crudely made cowls out of looted flags and banners in the style of an executioner’s mask, as they see themselves as the executioner of the cities they destroy. Gatebreakers are commonly found among death armies, as they often leave the best spoils to the Mega-Gargants, though staying around a bunch of smelly necromancers and vampires will occasionally twist the Gatebreaker into a thoughtless thrall who can survive on little to no sustenance. They lead the aptly named &#039;&#039;Breaker Tribes&#039;&#039;, cults of personality where the Mancrushers seek to emulate their boss’ loathing of civilization and specialize in tearing down fortifications and other symbols of order.&lt;br /&gt;
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*&#039;&#039;&#039;Bonegrinder&#039;&#039;&#039;: The largest and rarest of all Sons of Behemat, twice as tall as the common Mancrusher and still head and shoulders bigger than the other Mega-Gargants. These absolute behemoths see themselves as the reincarnations of Behemat and try to bully everyone into serving on them hand and foot. So why don’t they lead the Gargant Stomps? It’s unclear (aside from a lack of official tabletop rules), though a likely explanation is a combination of their supreme levels of clumsiness and being incredibly dull, even for a Gargant. The few times they do show up though, it’s a sure fire sign that this Stomp means business.&lt;br /&gt;
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==Named Gargants==&lt;br /&gt;
*&#039;&#039;&#039;King Brodd&#039;&#039;&#039;: The self-professed “Last True Son of Behemat”, King Brodd is the absurdly strong and intelligent master of the Gargant Stomps native to the Scabrous Sprawl. He claims to have crawled out of the Titansmawr fully grown and declared himself leader. After pulverizing all belligerent challengers, he has cemented his rule and stated his ambition to reclaim his ancestral home of Tor Crania from the vile Cygors and other [[Beasts of Chaos]] that toppled it. Brodd never goes anywhere without two things; a crown made from the skull of a mouldragon he killed bare-handed, and a massive granite pillar that serves as his personal weapon and symbol of his right to lead the Sons of Behemat. During the Realmgate Wars, Brodd was caught up in a massive explosion which slew Stormcast, Gargants, and Beastmen, for miles. The Gargant King survived this and would later witness the death of Behemat at the hands of Sigmar’s champions. Now King Brodd is on a ruinous path of vengeance against the Stormcast Eternals.  His hatred from the Azyrites has led him and his stomp to working with Gordrakk, who has his own beef with Sigmar.  But King Brodd is fiercely independent, even refusing to bow to Kragnos’ will when the Drogrukh escaped his magical prison, as he deems Behemat to be the only lord Gargants should revere. He recently was given his own model in the form of a conversion kit for Warstomper Mega-Gargants, with him being covered in Creepers, the same type previewed in the story about Olag the Great.&lt;br /&gt;
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*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: Mercenary Kraken-eater who can ally with the forces of Order. The Idoneth artifact that hangs from his ear is filled with Aetherquartz and increases his intellect to where he can use ancient strategies like “patience” and may even be able to read. He’s even smart enough to know when he’s being cheated in a deal by the [[Kharadron Overlords]].  Bundo’s now signature ear piece has since been mimicked by other Gargants...to varying levels of success.  He has his own tribe called the Rondhol Stomp that has terrorized its way across the continent of Rondhol in Ghur, sometimes with the assistance of the grots of the Undersnapperz tribe.&lt;br /&gt;
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*&#039;&#039;&#039;One-Eyed Grunnock&#039;&#039;&#039;: Mercenary Warstomper who can ally with the hordes of Chaos. Originally known as Grunnock Battle-krasha, he decided to try and topple the Ivory Citadel of the Ossiarch Bonereapers. Not too long after his initial (and failed) attack, he witnessed the Bonereapers trying to make peace with the Kharadron Overlords. Outraged by the prospect of no more fighting, he bullrushed the two parties and squashed the Arkanaut Admiral and Liege Kavalos in charge of the two armies. He took a full fusillade of aethershot to the face that destroyed his eye, and from then on he became One-Eyed Grunnock, seeking endless war to subdue his roaring headache.  Grunnock has a crude understanding of how important regiments and formations are in combat, so he specializes in disrupting said ranks with earth shaking stomps and jumps.&lt;br /&gt;
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*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: Mercenary Gatebreaker who can ally with the processions of Death.  A native of Hallost in the Ossiarch Empire, his main reason for allying with Death armies is that he hopes to gain the attention and trust of Nagash...so he can club him in the back when the god of death isn’t looking. Despite this, Big Drogg is still seen as a traitor and outcast by other Destruction factions, especially after he turned on an Orruk horde when Mannfred von Carstein bribed him with three barrels of royal blood. His oral hygiene is so atrocious that his rotten breath has become its own form of attack, wiping out hordes of enemies that dare to stray too close to him.&lt;br /&gt;
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*&#039;&#039;&#039;Brawlsmasha&#039;&#039;&#039;: Mercenary Bonegrinder who can only ally with fellow Destruction factions. It’s rumored that this Titan was found as a baby by an Ironjawz Warclan and decided to raise him as a living weapon. Now fully grown, he wields the gargantuan Mega-Club of Gork to flatten entire regiments and inspires all Orruks around him to greater acts of violence.&lt;br /&gt;
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*&#039;&#039;&#039;Argol Brightfist&#039;&#039;&#039;: A mysteriously benevolent Mega-Gargant native to the fallen continent of Donse in Ghur. Those who have seen him will take note of the mish-mash of colorful rags that adorns his body. He leads a motley Stomp of Gargants against the forces of Chaos that decimated their home millennia ago and slew their ten elder Gargants. On occasion, he will lend a stomping foot or two to anyone who is assailed by the Slaves to Darkness. Because of his unique disposition, the Grand Conclave of Excelsis has petitioned many adventures to go in search of Argol in hopes of securing his services in the fight against Chaos. Given the current situation in the Era of the Beast however, it seems unlikely that Excelsis will be wanting any assistance from the Gargants soon.&lt;br /&gt;
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*&#039;&#039;&#039;Baran&#039;&#039;&#039;: A Kraken-eater who once helped the Freeguilders and Kharadron hunt down a lake monster that was scoffing down ships. Pretty cool and bro-tier for a Gargant, explaining a bit about his people to a Freeguild captain and even giving the guy a sword for &amp;quot;helping&amp;quot; kill the kraken (the dude leaped off a Kharadron Ironclad and stabbed the Kraken in the eye, losing his sword. So no surprise the Kraken-eater thought he was a cool dude). Baran later met the same Captain on the other side of the battlefield, and ignored a heartfelt plea for friendship to prevail in favour of picking up said Cpt and squashing him like an overipe grapefruit. [[Grimdark|The power of friendship at work people.]]&lt;br /&gt;
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*&#039;&#039;&#039;The Murgg Brothers&#039;&#039;&#039;: Broguph, Slorgo, and Mangor are a trio of Warstompers hired by [[Skragrott|Skragrott the Loonking]] to aide in his siege of the Tuskvault, a Stormvault rumored to contain a shard from Gorkamorka’s own club. Skragrott had amassed a massive contingent of different Destruction factions, so much so that he convinced the Fist of Gork [[Gordrakk]] himself to lead it. The siege was thwarted by a combined effort of Sylvaneth, Fyreslayers, and Stormcast, with an enraged Mangor unintentionally bringing down a whole mountain that buried the Tuskvault once more. Shortly thereafter, Gordrakk (forcefully) recruited the Brothers for his own campaign; marching on the free city of Excelsis.&lt;br /&gt;
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*&#039;&#039;&#039;Old Ropey&#039;&#039;&#039;: A horrifying and enigmatic Mega-Gargant that stalks the blighted isle of Decrepita in Ghyran. He’s named so for the ropes of mouldering flesh that hang from his belly and drag along the ground where ever he roams. The unfortunates who are caught by Old Ropey are wrapped up in these rotting muscles where they are slowly absorbed into the Mega-Gargant like an undead fungus. Alarielle has sent numerous Glades to put down this living(?) ghost story, but no one can ever seem to find Old Ropey...unless he wants to be found.&lt;br /&gt;
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*&#039;&#039;&#039;The Arbalester Gargants&#039;&#039;&#039;: Back in the Age of Myth, Teclis and his mage students cast a petrifaction curse on some gargants on the Shyish island of Arbalester. They then triggered a rockslide that buried the behemoths up their heads and left. Over the years, the now mysterious Arbalester Heads are considered one of the strange natural wonders of the Realms...until Nagash’s Necroquake happened and undid the Gargants’ bindings. Now grown into Mega-Gargants, the throughly pissed brutes bellowed and ordered the nearby tribe of Savage Orruks to help dig them out. Since then, the Bonesplitterz Warclan has used their new found allies/objects of worship in a glorious Waaagh! that saw them claim multiple islands to the east of the Ossiarch Empire. Seem to be a reference to the Moai, or Easter Island heads.&lt;br /&gt;
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*&#039;&#039;&#039;Derko Walrusbiter&#039;&#039;&#039;: An elderly Kraken-eater who swore fealty to Kragnos after the End of Empires slew all his nephews and younger mates.  Being the first Mega-Gargant to follow Kragnos, Derko took up a sort of spokesperson position for the rest of the Sons of Behemat. He took part in the Siege of Excelsis where he was convinced by Skragrott the Loonking to move ahead of the main horde and gather fellow Gargants to ambush the Excelsis harbor. His Stomp of two dozen Kraken-eaters consisted of many old allies and rivals of Derko, such as Long Dobb, Grottob the Gullet, and the female Mega-Gargant Drukka the Siren and her many sisters. They soundly razed the Excelsis harbor and all seemed great, until the ambushers were ambushed themselves by the Daughters of Khaine aboard a Black Ark. Derko Walrusbiter had the “honor” of perishing at the talons of Morathi-Khaine, his death dispersing the remaining Gargants.&lt;br /&gt;
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*&#039;&#039;&#039;Olag the Great&#039;&#039;&#039;: A Mega-Gargant who is worshipped by a clan of diminutive Greenskins known as the &amp;quot;Creepers&amp;quot;. It&#039;s currently unknown what sort of Greenskins they are, besides the fact that their skin isn&#039;t actually green, much like the pale yellow that Hobgrotz have, these Greenskins ain&#039;t green. It&#039;s possible they&#039;re Snotlings, Grots, or some form of Pygmy Orruks, but whatever they are, they apparently stitch Olag&#039;s wounds back shut after his battles.&lt;br /&gt;
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==Music to Listen to While Playing these Big Lads==&lt;br /&gt;
*[https://www.youtube.com/watch?v=iRja4HUsRu0&amp;amp;ab_channel=GerzamT= Pirates of the Caribbean Dead Man’s Chest - The Kraken]: Hans Zimmer doling out a healthy serving of goosebumps once again.&lt;br /&gt;
*[https://m.youtube.com/watch?v=oULBLox0zLg= Neon Genesis Evangelion “Decisive Battle”]: For the madman who will undoubtably paint some Evangelion Gargants.&lt;br /&gt;
*Anything from the Godzilla films, the Heisei era and GMK specifically stand out.&lt;br /&gt;
*&amp;quot;Ymir&amp;quot; by &amp;quot;Danheim&amp;quot;&lt;br /&gt;
*[https://youtu.be/D0ihPazjoy4 For whenever you’re fighting the big &#039;uns.]&lt;br /&gt;
*[https://www.youtube.com/watch?v=OBqw818mQ1E] Play this when you charge your large lads.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BoL0PjL5oXMduBJl.jpg|A Kraken-eater Mega-Gargant.&lt;br /&gt;
File:4C5013E3-921A-46BA-A311-606514462548.jpg|A Warstomper Mega-Gargant.&lt;br /&gt;
File:Gatebreaker Mega-Gargant..jpg|A Gatebreaker Mega-Gargant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
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[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sons_of_Behemat&amp;diff=437009</id>
		<title>Sons of Behemat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sons_of_Behemat&amp;diff=437009"/>
		<updated>2022-09-01T03:12:41Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Named Gargants */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Sons of Behemat|Logo=Kraken-eater.jpg|Alliance=Destruction|Motto=Big and friendly these giants are not...}}&lt;br /&gt;
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{{Topquote|We had common cause once, little man. No more. Now the Sons of Behemat march. Kraken-eater. Warstomper. Gatebreaker. Mancrusher. Bonegrinder. All as one. Behemat calls.|The Kraken-eater Baran to a Freeguild Captain and former ally.}}&lt;br /&gt;
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{{Topquote|Disasters are called natural, as if nature were the executioner and not the victim.|Eduardo Galeano}}&lt;br /&gt;
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{{Topquote|There is only power. Power is of the individual mind but the mind&#039;s power is not enough. Power of the body decides everything in the end and only might is right.|T.H. White, &amp;quot;The Once and Future King&amp;quot;}}&lt;br /&gt;
The &#039;&#039;&#039;Sons of Behemat&#039;&#039;&#039; are Gargants (known as Giants outside of trademark issues), the offspring of the titular [[Godbeast]] Behemat; colossal forces of nature that terrify foes and (their few) friends alike. They are driven by their wanton need for inflicting mass carnage and proving themselves as the true champions of Gorkamorka. Despite this, other factions will often hire the services of the Sons of Behemat as living siege weapons.&lt;br /&gt;
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==History==&lt;br /&gt;
===Age of Myth===&lt;br /&gt;
[[File:Behemat teaser.jpg|300px|thumb|right|Note that the [[Stormcast Eternals|Stormcast]] are literally immortal, yet they&#039;re still scared shitless by this absolute unit.  Then again, Warham’s giants tend to stuff smaller foes in their trousers, so it&#039;s understandable]]&lt;br /&gt;
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In the beginning, there was a titanic godbeast known as Ymnog, Grandfather of Gargants. According to the Gargant Matriarchs (no model exists cause not many want to see what saggy Gargant tits look like in plastic), Ymnog created the Mortal Realms when he threw a punch so hard that he shattered reality into earth, sea, and sky. After drinking and eating entire sections of the cosmos, Ymnog laid down to take a nap, where his drool would flow down into the Realms and become the first rivers. Inside his stomach was born Behemat, along with his two idiot brothers, named Gorg and Ama-Gorag. They brewed a lake of moonshine in their father&#039;s guts, causing him to retch them into his mouth, where Behemat then broke his father’s teeth to escape, the shards of his teeth supposedly becoming the first mountains. Behemat&#039;s brothers were stupid enough to fight over the moonshine they brought with them, and as such Ymnog gulped them back down again. Behemat landed in the Mortal Realms and became the progenitor of the Gargant race and personal right hand to the god of destruction [[Gorkamorka (Deity)|Gorkamorka]] (mostly because the Greenskin god was the only thing bigger than him), while Ymnog would end up being killed by Sigmar cuz he was a titanic monster and the Hammer god wasn’t gonna let him roam around his new home. It&#039;s unknown if Behemat&#039;s brothers are still alive in Ymnog&#039;s gut, but seeing as to how Ymnog is dead now, and the two of them haven&#039;t reappeared, they probably were digested.&lt;br /&gt;
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It is said the gargants were created from Behemat&#039;s vomit after he went on a binge-eating spree that caused the extinction of several species of cattle. Countless deeds are attributed to Behemat by his Sons, most of which double as their explanation for the different races (known collectively as “pipsqueaks”, “little men”, or any other short demeaning term), like the [[Idoneth Deepkin]] being an Aelven civilization that Behemat drowned after causing a massive flood, the [[Fyreslayers]] being born when the World Titan stomped out some volcanos and saw these angry short guys come out to yell at him, and the denizens of Shyish being mostly skeletons because Behemat ate all the meat in the Realm of Death. Naturally this is all just mythical nonsense passed down by the Gargants, but they serve as a good example of how they view the world around them, a product of Behemat’s achievements. It wouldn&#039;t be implausible if the matriarchs know better, but no granny wouldn&#039;t tell some happy stories to grandson and granddaughter as they cheerfully play a game of kick the swordsman battalion.&lt;br /&gt;
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Trouble started to brew for the Gargants during the tail end of the Age of Myth. Trying to find a way into the Mortal Realms, [[Tzeentch]] whispered lies to Gorkamorka, making him envious of his champion, as Behemat enjoyed so much freedom under the green god’s rule, while Gorkamorka himself was stuck under Sigmar’s thumb. So Big G ordered Behemat to recreate some of the god of destruction’s greatest feats...and he did, though some were by accident. Then came the big one; Behemat had to recreate the duel between Sigmar and Gorkamorka. So after armoring himself with an entire mountain, Behemat bellowed a challenge to the Hammer God...and nothing happened. So he started stomping on the local sigmarites which caused the Lord of Azyr to come rocketing down from the heavens and knocked Behemat out cold, putting him in a millenia-long coma in the region known as the Harmonis Veldt in Ghyran. Alarielle, Goddess of Life, opted to forgive the Godbeast’s rampages and wove life magic around his sleeping form so that his body would become covered by the earth; his skull becoming the mountain of Tor Crania, his mouth becoming the Titansmawr (from which more gargants would occasionally crawl out), the Sweatswamp forming around the location of his left armpit, and so on. This pretty much makes him the [[Mythology#Norse_Mythology|Ymir]] of the Mortal Realms. For this act of clemency, many of the “traditional” Gargants revere Alarielle as the “Woman of the Woods” and make an attempt to avoid trampling through areas of her influence.&lt;br /&gt;
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===Age of Chaos===&lt;br /&gt;
Despite their forefather taking a big snooze, the Gargants were mostly unfazed, continuing their own isolationist lives or rampaging in the hordes of Gorkamorka. This would not last, as the Age of Chaos happens and everything gets ruined. The Ruinous Powers and their servants were quick to fall upon the Gargants, seeing them both as prestigious monsters to slay for glory and destructive weapons of mass mayhem. The ones that weren’t slain in droves or hid themselves away become Chaos Gargants (willingly or otherwise) who tromped alongside the Slaves to Darkness in agony. This conflict is known to the Gargants as the &#039;&#039;Sole&#039;&#039; Wars, as many a giant foot was cut up badly by the spiky pipsqueaks, until the “invention” of Gargant sized sandals and shoes made of monster hide.&lt;br /&gt;
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===Age of Sigmar===&lt;br /&gt;
The Age of Sigmar proved to be one of the most important parts of the race’s history. During the Realmgate Wars, as part of Archaon&#039;s plan to corrupt the godbeasts to Chaos, he sent the Maggotkin of Nurgle and the Skaven to corrupt Behemat, whose sleeping place was already corrupted by Nurgle into what is now known as the Scabrous Sprawl. The plan was for the Skaven to drill into his bones to awaken him, the Maggotkin to corrupt him with Nurgle&#039;s taint, and for him to be persuaded to join Archaon&#039;s side by being told half-truths about Sigmar killing his father Ymnog (which he technically did). Although the Stormcast Eternals attempted to stop this, they were too late and were forced to invoke the power of the Great Bolts (the same weapon Sigmar used to kill Ymnog) to put down Behemat before he could be fully corrupted. Many of the gargants native to the Sprawl felt lost after witnessing the death of their god-progenitor, and were taken in by the Oakenbrow Sylvaneth and became eventual allies of them.  Meanwhile countless more became solitary drunkards called Aleguzzlers, and found “employment” with the [[Gloomspite Gitz]], on account of the Grots’ copious amounts of fungus booze and cold dank caves to sleep off their roaring hangovers.&lt;br /&gt;
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Since the death of Behemat, his Sons have been noted to have been getting bigger, more violent and more intelligent, leading to the evolution of so-called &amp;quot;Mega-Gargants&amp;quot;, colossal both in size and aggression.  Just the thunderous sound of a Mega-Gargant’s footfalls will draw even the most reclusive of Gargants from miles around to join together. Tribes will form around these massive warriors who then proceed to mold the Gargants under his command into terrifying natural disasters.&lt;br /&gt;
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And with the Mega-Gargants seemingly becoming bigger and bigger with each day, it seems likely that there will come a time when a new World-Titan will emerge...&lt;br /&gt;
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===Broken Realms===&lt;br /&gt;
When the God of Earthquakes [[Kragnos]] broke free from his mountain prison and started to sprint towards Excelsis, several territorial Mega-Gargants noticed the colossal centaur creature and instantly challenged him for daring to enter their turf. All but one, a Kraken-eater called Derko Walrusbiter, were slain, and Kragnos kept marching on with his new follower in tow. They picked up more Gargants along the way before colliding with Waaagh!Gordrak and the two parties merged together under Kragnos’ command to tear down Excelsis. The Mega-Gargants were instrumental in tearing down the great walls that defended the city, however it was just as likely that their fallen corpses become brand new walls. Derko Walrusbiter gathered a Stomp of other Kraken-eaters and appeared out of the water and marched on the Excelsis harbor, but they were soon surrounded by the surprise arrival of a Black Ark carrying Morathi-Khaine and her [[Daughters of Khaine|wych aelf worshippers]], the goddess herself putting down Derko. Kragnos was lured through a portal to the other side of Ghur and the destruction horde was scattered.&lt;br /&gt;
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===Era of the Beast===&lt;br /&gt;
Kragnos’ revival has caused a surge of feral energy from Ghur to waft out into the realms and drives all the races of destruction into a frenzy. The Sons of Behemat, though incapable of understanding what actually happened, refer to this event as the Great Stomp and roam far and wide to exercise their newfound energy. More than a few Stomps have taken to following the lead of Kragnos, though others are still content to follow their own blunt ideas.&lt;br /&gt;
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==Religion and Culture==&lt;br /&gt;
[[File:BehematStormcast.jpg|800px|thumb|center|[https://www.youtube.com/watch?v=8OkpRK2_gVs/ SIE SIND DAS ESSEN UND WIR SIND DIE JAEGER!!!!!]]]&lt;br /&gt;
The Sons of Behemat don’t really worship [[Gorkamorka (Deity)|Gorkamorka]], whom they call the Godstompa, as they do “highly revere” him. In fact, they only seem to acknowledge the green god because Behemat did, who seems to be the real center of Gargant society. The Godstompa himself is said to be a massive yellow-nailed bare foot that flattens entire cities where ever he treads (watching the orruk shamans cast the Foot of Gork spell only strengthens this notion for them). When the Godstompa is split into “Gorkfoot and Morkfoot”, the Gargants state that one is “stompy but kicky” and the other is “kicky but stompy”. This fixation on feet forms the cornerstone of Gargant culture and how they view other races (Example: they’re not fond of the [[Slaves to Darkness]] not cuz they’re Chaos worshippers, but because their spiked armor makes them unpleasant to squash).&lt;br /&gt;
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This foot fetishism also bleeds into their tribal organization. A tribe of Gargants is called a Stomp (most civillized races call them Catastrophes, but the average gargant can&#039;t pronounce, let alone spell, that word), with the leader being known as the &amp;quot;Big Heel&amp;quot;. Subordinate Mega-Gargants are thus &amp;quot;under the heel&amp;quot;, while the tribe&#039;s Mancrushers are referred to as “footsloggas” (larger Mancrushers who lead their fellows are said to be &amp;quot;toeing the line&amp;quot;). Wherever a Stomp roams, the Gargants will leave their mark in the trails of ruin and destruction they leave behind. Frontier towns and outposts are reduced to rubble. Holy forests are uprooted and turned to splinters. All of which they do out of boredom and complete disregard for anything made/honored by the pipsqueaks. Such devastation is most commonly found in [[Ghur]], where Gargants are so common that all the natives have learned to recognize and fear the tell-tale thumping of their footprints that can be heard for miles around. Gargants won’t give anyone smaller than them (meaning everyone) the time of day unless they are at eye level with the beasts, usually standing on a cliff or some tower/war machine. Though this can prove a successful means of diplomacy, it’s just as common for the Gargant to mindlessly grab the diplomat and devour them.&lt;br /&gt;
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Since Behemat was the Champion of Gorkamorka, his Sons now strive to fill the gap left by their forefather’s death. This is best exemplified by their correlation of size equaling strength, or “Mightier Makes Rightier” as they say. The biggest have the authority to boss around those smaller than them and (most of) the giants just accept it as fact. Though when two Gargants of similar size meet, they are bound to begin wrestling with each other to assert dominance. Sometimes they will instead do a series of “strength challenges” to determine who’s in charge, though this often still leads to the participants grappling on the ground. The aforementioned challenges are usually done in large open area or the ruins of a nearby city that was stomped flat by the Gargants to serve as their playing field.&lt;br /&gt;
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Gargants have a vague sort of connection to the various [[Orruk Warclans|greenskin]] [[Gloomspite Gitz|factions]], likely due to Gorkamorka’s role in their origin. Whenever a Waaagh! is called or the Bad Moon looms in the sky, it’s quite common to find the lumbering giants following the greenskin hordes. The maniac energies that swell during such times is contagious to the Gargants, though not to the same extent as Orruks and Grots. It’s described as the Gargants wanting to show the yelling hordes at their feet who’s really the biggest and baddest. At the height of their fervor, tribes of Gargants will break out into a full on sprint and crush entire battlelines with their feet alone before crashing into battlements with club and girth. The only exception to this ‘working well with Greenskins’ philosophy are the Kruleboyz, who the Gargants despise for their slippery scheming and dirty tricks. As for the other destruction race, the [[Ogor Mawtribes]], Gargants have a healthy respect/fear of them. They acknowledge their larger size and strength compared to other pipsqueaks, and have seen more than a few of their kind be consumed alive by the ravenous gluttons or blasted apart by their cannons.&lt;br /&gt;
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Most other realm-shaking events that defined entire factions weren’t acknowledged by the Sons of Behemat, deeming them as quite literally beneath them.  Only three events have shaken their race as a whole, the Age of Chaos, Behemat&#039;s death, and after that the arrival of the [[Nighthaunt]] processions.  The Mortarch of Grief [[Lady Olynder]] effortlessly slew a Mega-Gargant and his Stomp, allowing the survivors to tromp away to spread fear of her legions.  Sure enough, rumors spread across the Gargant tribes of ghostly beings that stomping couldn&#039;t hurt or kill.  Confusion led to terror, and terror became a reality when similar battles occurred where the Sons of Behemat, now dreading the Nighthaunt, found that their foot falls and club swings held little purchase against the ghosts.  Things have gotten better though as new tales spread amongst the tribes of how the Bjarl Stomp worked with the ghost-hunting [[Bonesplitterz|Drakkfoot Warclan]] to put down an army of Nighthaunt at the Asp River.&lt;br /&gt;
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===Gargants as Mercenaries===&lt;br /&gt;
Starting in the Age of Chaos, Gargants began to sell their bulk to various warring factions for the promise of food, loot, and a good scrap. This can be traced back to the very first Gargant Mercenaries, a trio of hairy bruisers called the Grugg Brothers. They were in an alliance with the Ogors of the Meatfist Mawtribe at the time, and started to take note of how the Ogors worked for other races and were getting paid for it. The Grugg Brothers were further tutored by the Maneaters of the Gutstuffers company, teaching them rudimentary tactics such as attacking early in the morning when enemy forces are tired and making battle plans before hand. When the Gargants inevitably parted ways with the Mawtribes, they spread their knowledge to the other Stomps and word quickly spread of a new lucrative way of life. This knowledge has since been known to the more cunning Gargants as the “Great Secret”. When it comes to acquiring the services of a Gargant, humans are usually the chosen diplomat since duardin are too short for the giants to take seriously, and aelves use too many big words that confuse and frustrate them. The destruction races naturally don’t have this problem.&lt;br /&gt;
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===Favored Pastimes/Gargant Games===&lt;br /&gt;
*&#039;&#039;&#039;Horse-punting&#039;&#039;&#039;: Players kick a horse and see which one goes the farthest. Bonus points are awarded to the horse that lands on an unsuspecting pipsqueek.&lt;br /&gt;
*&#039;&#039;&#039;Boar-scoffing&#039;&#039;&#039;: Pig eating contest...with full sized hogs.&lt;br /&gt;
*&#039;&#039;&#039;Wakebelching&#039;&#039;&#039;: A game played by more “civilized” Gargants (meaning the ones who work for Order factions). Each player takes turns burping loudly in the dead of night in the middle of a settlement.  The Gargant who woke the most people/gets the most angry shouts of protest wins.&lt;br /&gt;
*&#039;&#039;&#039;Manskittles&#039;&#039;&#039;: Bowling on the battlefield.  Gargants will take a boulder, dead animal, or whatever else is on hand and hurl it at a shield wall to see how many bodies are sent flailing about.&lt;br /&gt;
*&#039;&#039;&#039;Tank-tipping&#039;&#039;&#039;: Like cow tipping, but with Steam Tanks.  It was first played by the Warstomper Nagbog and his Stomp who fought against Commodore Bonn Jensen’s Iron Squadron of Greywater Fastness.  Onlookers of the massacre could’ve sworn they saw flying Steam Tanks that day.&lt;br /&gt;
*&#039;&#039;&#039;Rumble&#039;&#039;&#039;: Football/soccer but with explosive volcanic boulders. Unusual for including willing participants from other races. The Ogors of the Boulderhead Mawtribe regularly migrate through the Adamantine Mountains in Aqshy, where they encounter the native Aridian Stomp. Both sides agree to play this game of Rumble (throwing and/or kicking boulders towards the opposing team’s side) to determine if the Ogors can pass through for free, or if they have to kill half of their beasts and mounts as payment to the Gargants.&lt;br /&gt;
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==Types of Gargants==&lt;br /&gt;
Each “species” of Gargant has a very fairy tale like name, likely given to them by the terrified victims of their rampages.&lt;br /&gt;
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*&#039;&#039;&#039;Mancrusher&#039;&#039;&#039;: The OG Giant is now the most commonly seen species of the giant race, as well as the shortest (keep in mind that a ‘short’ Gargant can still punt a Sigmarine like a football). Mancrushers were originally wayward Aleguzzler/Chaos Gargants who happened to find a Mega-Gargant to follow around. When in the presence of a Mega-Gargant, they become eager (if a little clumsy) followers, ready to take orders and do whatever their bigger bosses want. This tiny level of “discipline” arguably makes them more dangerous as they can now make unified charges with their fellow Gargants and throw boulders at enemies in a crude firing line. They’re also oddly sober when compared to other Gargants, though this is because their bosses hog most of the booze they come across. In a strangely wholesome twist on the normal method of Destruction aligned recruitment (the weak being subjugated by the strong), Mancrushers will often willingly join the Mega-Gargants cause they admire them as big brothers in a sense. They will wait for the big lugs to fall asleep and then camp out around him. So when the Mega-Gargant wakes up, he’s got a full tribe of loyal bruisers ready to please him...get your mind out of the gutter [[Slaanesh]].&lt;br /&gt;
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*&#039;&#039;&#039;Kraken-eater&#039;&#039;&#039;: A sea faring variety known for their greed and territorial natures. Granted, what they deem as “their territory” is everything in seeing distance. They like lugging around ship cannons to use as blunt instruments as well as colossal fishing nets stuffed full of hapless victims and fish. Lots of fish. Kraken-eaters are also noted for being older than most gargants, being basically grouchy senior citizens who yell at everyone to get off their lawn. Though the more “tame” ones are capable of holding a “pleasant” conversation with other factions that hire them, making them the prime choice for Order factions when they want a Gargant mercenary. This still won’t prevent them from working with another faction to stomp on their former allies though. They lead pseudo crime-syndicates called &#039;&#039;Taker Tribes&#039;&#039;, where they boss around Mancrushers to steal all the loot they can find and fight against anyone who comes onto their turf.&lt;br /&gt;
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*&#039;&#039;&#039;Warstomper&#039;&#039;&#039;: The epitome of the Gargant race and warmonger by any other name. Above all other sub-species, Warstompers love collecting trophies and trinkets from their flattened foes, using them to decorate their grotesque forms. The most intelligent of their kind display a malevolent level of cunning, actively trying to stop wars from ending so they can keep on fighting. To do so, they will join the losing side to drag out the war, kill surrendering troops, and hunt down and consume peaceful ambassadors. This makes them very popular among Chaos hordes who see the Warstomper as a gift from the gods. Expectedly, as they accumulate chaos runes and other mutations, Warstomper can slowly be warped into fully Chaos aligned creatures. Gargants led by a Warstomper are referred to as a &#039;&#039;Stomper Tribe&#039;&#039; and act as walking natural disasters who live only for the thrill of active combat.&lt;br /&gt;
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*&#039;&#039;&#039;Gatebreaker&#039;&#039;&#039;: These bitter big boys have an obsession with tearing down strongholds, and then using the wreckage as armor and weapons (some even appreciating the irony in these makeshift armaments). This obsession originates from a [[Beasts Of Chaos|loathing of all civilized life]], seeing them as the reason why Behemat is dead. Gatebreakers often wear crudely made cowls out of looted flags and banners in the style of an executioner’s mask, as they see themselves as the executioner of the cities they destroy. Gatebreakers are commonly found among death armies, as they often leave the best spoils to the Mega-Gargants, though staying around a bunch of smelly necromancers and vampires will occasionally twist the Gatebreaker into a thoughtless thrall who can survive on little to no sustenance. They lead the aptly named &#039;&#039;Breaker Tribes&#039;&#039;, cults of personality where the Mancrushers seek to emulate their boss’ loathing of civilization and specialize in tearing down fortifications and other symbols of order.&lt;br /&gt;
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*&#039;&#039;&#039;Bonegrinder&#039;&#039;&#039;: The largest and rarest of all Sons of Behemat, twice as tall as the common Mancrusher and still head and shoulders bigger than the other Mega-Gargants. These absolute behemoths see themselves as the reincarnations of Behemat and try to bully everyone into serving on them hand and foot. So why don’t they lead the Gargant Stomps? It’s unclear (aside from a lack of official tabletop rules), though a likely explanation is a combination of their supreme levels of clumsiness and being incredibly dull, even for a Gargant. The few times they do show up though, it’s a sure fire sign that this Stomp means business.&lt;br /&gt;
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==Named Gargants==&lt;br /&gt;
*&#039;&#039;&#039;King Brodd&#039;&#039;&#039;: The self-professed “Last True Son of Behemat”, King Brodd is the absurdly strong and intelligent master of the Gargant Stomps native to the Scabrous Sprawl. He claims to have crawled out of the Titansmawr fully grown and declared himself leader. After pulverizing all belligerent challengers, he has cemented his rule and stated his ambition to reclaim his ancestral home of Tor Crania from the vile Cygors and other [[Beasts of Chaos]] that toppled it. Brodd never goes anywhere without two things; a crown made from the skull of a mouldragon he killed bare-handed, and a massive granite pillar that serves as his personal weapon and symbol of his right to lead the Sons of Behemat. During the Realmgate Wars, Brodd was caught up in a massive explosion which slew Stormcast, Gargants, and Beastmen, for miles. The Gargant King survived this and would later witness the death of Behemat at the hands of Sigmar’s champions. Now King Brodd is on a ruinous path of vengeance against the Stormcast Eternals.  His hatred from the Azyrites has led him and his stomp to working with Gordrakk, who has his own beef with Sigmar.  But King Brodd is fiercely independent, even refusing to bow to Kragnos’ will when the Drogrukh escaped his magical prison, as he deems Behemat to be the only lord Gargants should revere. &lt;br /&gt;
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*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: Mercenary Kraken-eater who can ally with the forces of Order. The Idoneth artifact that hangs from his ear is filled with Aetherquartz and increases his intellect to where he can use ancient strategies like “patience” and may even be able to read. He’s even smart enough to know when he’s being cheated in a deal by the [[Kharadron Overlords]].  Bundo’s now signature ear piece has since been mimicked by other Gargants...to varying levels of success.  He has his own tribe called the Rondhol Stomp that has terrorized its way across the continent of Rondhol in Ghur, sometimes with the assistance of the grots of the Undersnapperz tribe.&lt;br /&gt;
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*&#039;&#039;&#039;One-Eyed Grunnock&#039;&#039;&#039;: Mercenary Warstomper who can ally with the hordes of Chaos. Originally known as Grunnock Battle-krasha, he decided to try and topple the Ivory Citadel of the Ossiarch Bonereapers. Not too long after his initial (and failed) attack, he witnessed the Bonereapers trying to make peace with the Kharadron Overlords. Outraged by the prospect of no more fighting, he bullrushed the two parties and squashed the Arkanaut Admiral and Liege Kavalos in charge of the two armies. He took a full fusillade of aethershot to the face that destroyed his eye, and from then on he became One-Eyed Grunnock, seeking endless war to subdue his roaring headache.  Grunnock has a crude understanding of how important regiments and formations are in combat, so he specializes in disrupting said ranks with earth shaking stomps and jumps.&lt;br /&gt;
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*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: Mercenary Gatebreaker who can ally with the processions of Death.  A native of Hallost in the Ossiarch Empire, his main reason for allying with Death armies is that he hopes to gain the attention and trust of Nagash...so he can club him in the back when the god of death isn’t looking. Despite this, Big Drogg is still seen as a traitor and outcast by other Destruction factions, especially after he turned on an Orruk horde when Mannfred von Carstein bribed him with three barrels of royal blood. His oral hygiene is so atrocious that his rotten breath has become its own form of attack, wiping out hordes of enemies that dare to stray too close to him.&lt;br /&gt;
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*&#039;&#039;&#039;Brawlsmasha&#039;&#039;&#039;: Mercenary Bonegrinder who can only ally with fellow Destruction factions. It’s rumored that this Titan was found as a baby by an Ironjawz Warclan and decided to raise him as a living weapon. Now fully grown, he wields the gargantuan Mega-Club of Gork to flatten entire regiments and inspires all Orruks around him to greater acts of violence.&lt;br /&gt;
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*&#039;&#039;&#039;Argol Brightfist&#039;&#039;&#039;: A mysteriously benevolent Mega-Gargant native to the fallen continent of Donse in Ghur. Those who have seen him will take note of the mish-mash of colorful rags that adorns his body. He leads a motley Stomp of Gargants against the forces of Chaos that decimated their home millennia ago and slew their ten elder Gargants. On occasion, he will lend a stomping foot or two to anyone who is assailed by the Slaves to Darkness. Because of his unique disposition, the Grand Conclave of Excelsis has petitioned many adventures to go in search of Argol in hopes of securing his services in the fight against Chaos. Given the current situation in the Era of the Beast however, it seems unlikely that Excelsis will be wanting any assistance from the Gargants soon.&lt;br /&gt;
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*&#039;&#039;&#039;Baran&#039;&#039;&#039;: A Kraken-eater who once helped the Freeguilders and Kharadron hunt down a lake monster that was scoffing down ships. Pretty cool and bro-tier for a Gargant, explaining a bit about his people to a Freeguild captain and even giving the guy a sword for &amp;quot;helping&amp;quot; kill the kraken (the dude leaped off a Kharadron Ironclad and stabbed the Kraken in the eye, losing his sword. So no surprise the Kraken-eater thought he was a cool dude). Baran later met the same Captain on the other side of the battlefield, and ignored a heartfelt plea for friendship to prevail in favour of picking up said Cpt and squashing him like an overipe grapefruit. [[Grimdark|The power of friendship at work people.]]&lt;br /&gt;
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*&#039;&#039;&#039;The Murgg Brothers&#039;&#039;&#039;: Broguph, Slorgo, and Mangor are a trio of Warstompers hired by [[Skragrott|Skragrott the Loonking]] to aide in his siege of the Tuskvault, a Stormvault rumored to contain a shard from Gorkamorka’s own club. Skragrott had amassed a massive contingent of different Destruction factions, so much so that he convinced the Fist of Gork [[Gordrakk]] himself to lead it. The siege was thwarted by a combined effort of Sylvaneth, Fyreslayers, and Stormcast, with an enraged Mangor unintentionally bringing down a whole mountain that buried the Tuskvault once more. Shortly thereafter, Gordrakk (forcefully) recruited the Brothers for his own campaign; marching on the free city of Excelsis.&lt;br /&gt;
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*&#039;&#039;&#039;Old Ropey&#039;&#039;&#039;: A horrifying and enigmatic Mega-Gargant that stalks the blighted isle of Decrepita in Ghyran. He’s named so for the ropes of mouldering flesh that hang from his belly and drag along the ground where ever he roams. The unfortunates who are caught by Old Ropey are wrapped up in these rotting muscles where they are slowly absorbed into the Mega-Gargant like an undead fungus. Alarielle has sent numerous Glades to put down this living(?) ghost story, but no one can ever seem to find Old Ropey...unless he wants to be found.&lt;br /&gt;
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*&#039;&#039;&#039;The Arbalester Gargants&#039;&#039;&#039;: Back in the Age of Myth, Teclis and his mage students cast a petrifaction curse on some gargants on the Shyish island of Arbalester. They then triggered a rockslide that buried the behemoths up their heads and left. Over the years, the now mysterious Arbalester Heads are considered one of the strange natural wonders of the Realms...until Nagash’s Necroquake happened and undid the Gargants’ bindings. Now grown into Mega-Gargants, the throughly pissed brutes bellowed and ordered the nearby tribe of Savage Orruks to help dig them out. Since then, the Bonesplitterz Warclan has used their new found allies/objects of worship in a glorious Waaagh! that saw them claim multiple islands to the east of the Ossiarch Empire. Seem to be a reference to the Moai, or Easter Island heads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Derko Walrusbiter&#039;&#039;&#039;: An elderly Kraken-eater who swore fealty to Kragnos after the End of Empires slew all his nephews and younger mates.  Being the first Mega-Gargant to follow Kragnos, Derko took up a sort of spokesperson position for the rest of the Sons of Behemat. He took part in the Siege of Excelsis where he was convinced by Skragrott the Loonking to move ahead of the main horde and gather fellow Gargants to ambush the Excelsis harbor. His Stomp of two dozen Kraken-eaters consisted of many old allies and rivals of Derko, such as Long Dobb, Grottob the Gullet, and the female Mega-Gargant Drukka the Siren and her many sisters. They soundly razed the Excelsis harbor and all seemed great, until the ambushers were ambushed themselves by the Daughters of Khaine aboard a Black Ark. Derko Walrusbiter had the “honor” of perishing at the talons of Morathi-Khaine, his death dispersing the remaining Gargants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olag the Great&#039;&#039;&#039;: A Mega-Gargant who is worshipped by a clan of diminutive Greenskins known as the &amp;quot;Creepers&amp;quot;. It&#039;s currently unknown what sort of Greenskins they are, besides the fact that their skin isn&#039;t actually green, much like the pale yellow that Hobgrotz have, these Greenskins ain&#039;t green. It&#039;s possible they&#039;re Snotlings, Grots, or some form of Pygmy Orruks, but whatever they are, they apparently stitch Olag&#039;s wounds back shut after his battles.&lt;br /&gt;
&lt;br /&gt;
==Music to Listen to While Playing these Big Lads==&lt;br /&gt;
*[https://www.youtube.com/watch?v=iRja4HUsRu0&amp;amp;ab_channel=GerzamT= Pirates of the Caribbean Dead Man’s Chest - The Kraken]: Hans Zimmer doling out a healthy serving of goosebumps once again.&lt;br /&gt;
*[https://m.youtube.com/watch?v=oULBLox0zLg= Neon Genesis Evangelion “Decisive Battle”]: For the madman who will undoubtably paint some Evangelion Gargants.&lt;br /&gt;
*Anything from the Godzilla films, the Heisei era and GMK specifically stand out.&lt;br /&gt;
*&amp;quot;Ymir&amp;quot; by &amp;quot;Danheim&amp;quot;&lt;br /&gt;
*[https://youtu.be/D0ihPazjoy4 For whenever you’re fighting the big &#039;uns.]&lt;br /&gt;
*[https://www.youtube.com/watch?v=OBqw818mQ1E] Play this when you charge your large lads.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BoL0PjL5oXMduBJl.jpg|A Kraken-eater Mega-Gargant.&lt;br /&gt;
File:4C5013E3-921A-46BA-A311-606514462548.jpg|A Warstomper Mega-Gargant.&lt;br /&gt;
File:Gatebreaker Mega-Gargant..jpg|A Gatebreaker Mega-Gargant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ngaaranh&amp;diff=357029</id>
		<title>Ngaaranh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ngaaranh&amp;diff=357029"/>
		<updated>2022-09-01T02:07:40Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
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&lt;div&gt;[[Image:Ngaaranh.jpg]]&lt;br /&gt;
Ngaaranh was a Chaos Spawn who was still somewhat recognizable as having originally been a Harpy, one who had been lured away from her service to the Druchii by the call of a Chaos Godling by the name of Kka. Kka heaped mutation gifts upon Ngaaranh for her dedication, leading to her devolving into the oddly sexy 3-Headed eyestalked bird you see today.&lt;br /&gt;
[[Image:NgaaranhMini.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Beastmen]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chaos_Gods&amp;diff=118961</id>
		<title>Chaos Gods</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chaos_Gods&amp;diff=118961"/>
		<updated>2022-09-01T02:05:30Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Hashut */&lt;/p&gt;
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&lt;div&gt;{{heresy}}&lt;br /&gt;
{{Topquote|The creatures of the Warp are just &amp;quot;aliens&amp;quot; too, but they are not life forms as we understand the term. They are not organic. They are extra-dimensional, and they influence our reality in ways that seem sorcerous to us. Supernatural, if you will. So let&#039;s use all those lost words for them... daemons, spirits, possessors, changelings. All we need to remember is that there are no gods out there, in the darkness, no great daemons and ministers of evil. There is no fundamental, immutable evil in the cosmos. It is too large and sterile for such melodrama. There are simply inhuman things that oppose us, things we were created to battle and destroy.&lt;br /&gt;
|Horus Lupercal, about to realize that he was wrong and that he could get great power, and then dearly regret his casual arrogance.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chaos Gods&#039;&#039;&#039; are the gods which rule over the Realm of [[Chaos]] in [[Warhammer Fantasy Battles]] and the [[Warp]] in [[Warhammer 40,000]]. They love nothing so much as dicking with each other, except perhaps with their mortal followers, and literally  each other (especially Slaanesh). Before they were gods, they were generally benevolent beings, when the Warp was a calm sea. Each one is formed by the emotions of living souls clumped together in the Warp/Realm of Chaos. Contrary to standard thought, they personify good attributes as well, and are powered as much by good as by bad. Even if said god started out entirely bad, in their eventual evolution as part of their natures, they will kill gods who represented entirely good things, and will gain not only their values, but their power by said value. &lt;br /&gt;
&lt;br /&gt;
Be aware many of the gods&#039; values will and do intersect. This is as much due to the chaotic nature of the gods as it is to the multitude of emotions that make up the living. For example: let&#039;s say you&#039;re literally obsessed with brutally murdering people and you get a real nice kick out of it. The act of spilling blood is gonna feed [[Khorne]], while the ecstasy and obsessive sensation you get out of it will feed [[Slaanesh]]. So yeah, there&#039;s some overlap, in that an individual doing a certain thing, under specific circumstances, can simultaneously feed multiple Chaos Gods, but the God who was invoked (whether intentionally or no) upon when commuting the action will get the most power out of it (I.E: You killed someone for Khorne. While your ecstasy from the murder will feed Slaanesh a bit, your simple act of ending a life will feed Nurgle, your continued ambition to please the Blood God to earn his favor will also feed Tzeentch a bit, but Khorne gets the most since you offered that kill to him foremost).&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
According to the wikifans over at the Official Warhammer 40k Wiki, the Chaos gods were created and are sustained by the collective emotions of &#039;every sentient being of the material universe&#039;; so not just the Milky Way, but every alien, both heretical and loyal, in the whole universe. This however probably isn&#039;t true, or rather it&#039;s just very bad wording, because if the Milky Way alone has all of these sentient races in it, then there&#039;s a safe bet that most other galaxies in the rest of the universe also have a multitude of sentient races too. And there are like, at least billions upon billions of galaxies in the observable universe, let alone the true universe which is likely many magnitudes larger. Based on what we&#039;ve seen in the fluff, &#039;&#039;That&#039;&#039; many galaxies, filled with &#039;&#039;that&#039;&#039; many sentient lifeforms, &#039;&#039;all&#039;&#039; feeding only &#039;&#039;four&#039;&#039; Chaos Gods, would give said Chaos Gods so much power that they would probably have the capability to turn the entire galaxy (and many others) into massive Eyes of Terror at a simple scheming click of their heretical fingers. But of course, that hasn&#039;t happened (thank the fucking Emperor). Which probably means those wikijerks are talking complete [[Bullshit|unadulterated bullshit]] (or are making the common and infuriating mistake of conflating &amp;quot;universe&amp;quot; with &amp;quot;galaxy&amp;quot;). In actuality, the full range of influence the Ruinous Powers have only extends to the area of the Milky Way and not much further. After all, a specific location in the Warp corresponds with a specific location in the Materium; your thoughts and emotions will have an effect (albeit very minor) on the Warp in your specific corresponding location, and the collective thoughts and emotions of a galaxy&#039;s population will only have an effect on that specific galactic area of the overall Warp. This essentially means the four Chaos Gods are completely confined to the Milky Way galaxy, because that&#039;s where the emotions that created and feed them are currently being felt. &lt;br /&gt;
&lt;br /&gt;
So what does that really mean? Well, it means the Warp in the vast, cold, empty space between galaxies is calm as fuck, absolutely nothing like the infested shitty plughole it is right now in our home galaxy, because there&#039;s no sentient life and hence no chaotic emotions there to stir it up. However, this also means that if other galaxies out there have their own interstellar sentient species with a presence in the Warp, then those galaxies will have their own Chaos Gods [likely just analogous versions of the four ([[Malal|point five]]) we have, although it&#039;s also possible that the different emotions might be allocated differently for each galactic pantheon; Andromeda might have gods based on the seven deadly sins, for example] that reside there and are also confined to the area of their own galaxy. But who knows? Maybe each warp god is a reflection of the galaxy that birthed it, and the aliens that live in other galaxies there have actually got their shit together and all get along like best buddies in a setting that just oozes [[Noblebright|noblebright]] from every pore, and the Chaos Gods there aren&#039;t even called that because they&#039;re all so friendly and cushy to everyone and like to play vidyagames with each other and cracking open cold ones on a warm Friday night while watching The Batchelor. Maybe the Warp gods in most galaxies actually maintain contact with those in neighbouring ones, and everyone just stays the fuck out of the Milky Way for the same reason most 21st century tourists stay out of Somalia. How sweet... I wonder what would happen if two galaxies, both with their own analogous Chaos Gods, collided. Would they just absorb each other into a new pantheon of four even-more-powerful Gods? Would they fight each other until one reigned supreme? Or would they get along like good ol&#039; chums since they understand each other perfectly? Anyway, tangents. This fallacy is explained further in detail just right below.&lt;br /&gt;
&lt;br /&gt;
Now that I say all of this, why the actual &#039;&#039;&#039;FUCK&#039;&#039;&#039; has no one decided to just up and leave the galaxy already?! It&#039;s a complete shithole! It&#039;s filled to the absolute brim with nothing but copious amounts of [[Grimdark]] and a whole host of things that want to murder, rape and eat you, not necessarily in that order. And it&#039;s &#039;&#039;still&#039;&#039; being filled up with that shit, both [[Necron|crawling out from under the ground]] and [[Tyranid|flying in from outer space to OMNOMNOMNOM the faces of everyone you both despise and adore]]. Even if you&#039;re lucky enough to escape the immediate crossfire, you&#039;re still likely to be part of [[Imperium|a civilisation that completely smashes any feeling of worth or individuality out of you and treats you like just another cog in the machine of trillions of cogs]]. Just leave already, god dammit. What about Andromeda? I hear it&#039;s rather pleasant this time of year. At least compared to this literal hellhole. But it&#039;s probably not possible for the same reason why [[Roboute Guilliman|Big Bobby G]] and [[Lion El&#039;Johnson|Lion-O]] couldn&#039;t simply fly over the Ruinstorm to get to Terra; if the space between galaxies is calm because there are no souls, that probably means there&#039;s no warp either, making intergalactic travel impossible. But this is just baseless speculation that contradicts the nature of the Warp&#039;s existence, specifically that the Warp is influenced by life, not created by life, and existed before even the first lifeforms did. Plus, you need to be Necron-tier to get pass the nids off galaxy.  Or it could be things like the Void Dragon possibly eating a million galaxies before returning to ours where he then met the Emperor, the Tyranids consuming a thousand galaxies, and generally such things indiciate that outside of the Milky Way is worse than in the Milky Way.&lt;br /&gt;
&lt;br /&gt;
But then again, It is officially stated that Warhammer 40k and Warhammer Fantasy are completely different franchises which just so happen to have the same Warp with the same Chaos Gods.&lt;br /&gt;
&lt;br /&gt;
Now, where were we? Oh yes, Chaos Gods. Ahem.&lt;br /&gt;
&lt;br /&gt;
===On the Question of Omnipotence===&lt;br /&gt;
&lt;br /&gt;
One of the most [[Skub|talked about and hotly debated topics]], especially amongst Chaos players is the question of Omnipotence. [[Matt Ward|Other than massive fanwanking and colossal jerk-offs,]] it must be stated and stressed that the Chaos Gods for all their strength are not omnipotent, for to be omnipotent means to be all-powerful and the idea of the Great Game greatly debunks this claim. Part of the problem may lie in the fact that folks like to give examples of the power of the Chaos Gods from codexes from the Rogue Trader era and Second Edition, eras which are of &#039;&#039;dubious&#039;&#039; canonicity. You see, what they don&#039;t seem to understand is that GW, especially &#039;&#039;early&#039;&#039; GW, had a habit of making use of flowery language and hyperbole to exaggerate the grandeur of something or someone. This by itself is not a problem, as 40k runs on exaggeration. The problem is that [[Powergamer|&#039;&#039;some folks&#039;&#039;]] seems to lack any ability to discern nuances or critical thinking skills and proceed to extrapolate these hyperboles as true, completely ignoring the fact that the majority of these flowery examples came from either a) the viewpoint of a Chaos Cultist b) in-universe propaganda and/or c) extremely old sources where [[Ian Watson|all sorts of wacky hijinks were birthed.]] As such, the credibility is highly suspect and should be taken with a mountain of salt.&lt;br /&gt;
&lt;br /&gt;
So when sources &#039;claim&#039; that the Chaos Gods could destroy &#039;universes&#039; or Greater Daemons were [[Exterminatus|destroying entire planets wholesale]] within the [[Warp]], the validity should be scrutinized in the same way fa/tg/uys scrutinize [[Furries]]. What the Chaos Gods or their followers claim to be true (remember that they are notorious [[Bullshit|liars]]) does not match up with their actual abilities both in Warpspace and in Realspace. If they were truly multiversal as they claim, then, first of all, the [[Hive Mind|Shadow of the Warp]] should not be an existential threat to them. After all, a true universal - let alone multiversal - entity should not even notice a few intergalactic bugs on the windshield. Moreover, the Necron Pylons should also not be considered a threat to the big four, for if they possess such levels of reality-warping power, they should not be dependent in letting their [[Failbaddon|errand boy]] do all their dirty work for them in realspace. Even in the Warp, their so-called &#039;omnipotence&#039; did not stop a certain [[Kaldor Draigo|Mary Sue]] from trashing their backyard from time to time.&lt;br /&gt;
&lt;br /&gt;
The reality is the Chaos Gods, as far as deities go in Science Fiction, are pretty weak sauce. For example:&lt;br /&gt;
*They are utterly dependent on the emotions of a single galaxy (if they really did not care about emotions as some may claim, then they shouldn&#039;t be &#039;&#039;that&#039;&#039; invested in the Imperium now would they?).&lt;br /&gt;
*Certain [[Tyranids|critters with enough mindless psychic connections can close entire Warp-rifts and there is nothing the Chaos Gods can do about it;.]] &lt;br /&gt;
*Tzeentch&#039;s self-proclaimed omniscience is put into doubt seeing as how he and his [[Kairos Fateweaver|underlings]] failed to predict the rise of [[Roboute Guilliman|Robo Guillitan]] [[Gathering Storm|and the following]] [[Indomitus Crusade|mechinations of it]].&lt;br /&gt;
*Their self-proclaimed reality-warping powers are self-contained in the Warp, and even then it is restricted to their own realms. Much like how a child could create and manipulate anything in a sandpit does not automatically equate to the child turning sand into gold, the same analogy applies here - seriously it is telling that the Gods of Chaos couldn&#039;t do jackshit about the Necron Pylons for &#039;&#039;60 million years&#039;&#039; since the War in Heaven.&lt;br /&gt;
*Their dreaded Chaos corruption such as Scrapcode could literally be stopped by an AdMech Priest cutting off the connections fast enough during the Fall of Mars, knowing how abysmal 40k&#039;s A.I. are, that shit ain&#039;t touching the likes of a [[The Culture|Culture Mind,]] [[Halo|a Contendor-class A.I.,]] and the [[Xeelee Sequence|Anti-Xeelee]]. To state otherwise would be a No Limit Fallacy and a False Equivalency since the idea of scrapcode would be overpowered against the likes of the Necrons, Tau and the AdMech, yet this shit has seldomly been used which suggests limitations on the behalf of Chaos.&lt;br /&gt;
&lt;br /&gt;
In retrospect, the contradictions of what the Chaos Gods/followers &#039;&#039;claim&#039;&#039; and what they are actually shown to do is no different than the problems the [[Hive Mind]] has found itself in as [[Tyranid#&#039;Masters of Evolution&#039;?|can be read here.]] They are all bound by GeeDubs&#039; status quo and the balance of power, as such their powers are restricted insofar in one galaxy to preserve the status quo. With the bombshell of &#039;&#039;&#039;Godblight&#039;&#039;&#039;, the argument of omnipotence has finally been shot down after Chaos got hit with a &#039;&#039;massive&#039;&#039; [[nerf]] bat. From the [[Emprah]] suggesting that the Daemon Primarchs can be redeemed, thereby making the threat of Chaos corruption impotent to Big-E literally shoving his Power Sword up [[Nurgle|Nurgle&#039;s]] ass and his garden, &#039;&#039;&#039;&#039;&#039;permanently&#039;&#039;&#039;&#039;&#039; wounding him grievously, to the outright confirmation that a Chaos God without sufficient faith would degenerate into Warp-soup and become perma-K.O. as faith is what gives Warp entities sentience. Godblight has single-handily trashed any presumption of Chaos omnipotence in but a few chapters, and let&#039;s not even get into a single [[Primaris Lieutenant]] kicking one of the strongest Nurglite Greater Daemons in the ass...[[Bullshit|&#039;&#039;somehow&#039;&#039;]].  &lt;br /&gt;
&lt;br /&gt;
So are the Chaos Gods powerful? In the universe of [[Star Wars]], [[Star Trek]] and [[Bioware|Mass Effect]], sure, of course they are. Are they omnipotent multiversal destroyers? Hell the fuck no. If you&#039;re honestly thinking that these &#039;&#039;guys&#039;&#039; are in the same ballpark as [[/co/|the Abstract Entities of Marvel and DC]], [[Doctor Who|the Time Lords]] or the motherfucking Downstreamers, then you should probably go see a doctor for a prostate exam; constant wanking is bad for ya health you know.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], 40k is prone to not applying the concept of &amp;lt;u&amp;gt;&#039;&#039;&#039;Show Don&#039;t Tell&#039;&#039;&#039;&amp;lt;/u&amp;gt;, which is ironic given the reputation of 40k in general, but it happens again and again and again. A good narrative showcases its targets&#039; capabilities and feats, a bad narrative just tells them to the viewers. If the Chaos Gods can actually pop universes like grapes, &#039;&#039;then we better fucking see them popping an actual universe&#039;&#039;. No wishy-washy flowery language, no offhand statements in the codex, no shenanigans inside the Warp which is unreliable &#039;&#039;at best&#039;&#039;. &amp;lt;u&amp;gt;&#039;&#039;&#039;Show Don&#039;t Tell&#039;&#039;&#039;&amp;lt;/u&amp;gt;. It isn&#039;t just the Chaos Gods that are guilty of this mind you, the [[Men of Iron]] and even the [[War in Heaven]] [[Necron]]s are guilty of this as well. Sun-snuffing machines the size of Saturn&#039;s rings and Breath of the Gods asshattery means jack shit if we don&#039;t actually see them in action. &amp;lt;u&amp;gt;&#039;&#039;&#039;Show Don&#039;t Tell&#039;&#039;&#039;&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Or maybe they are merely aspects of the the warp itself, immutable, unstoppable and actually multiversal, creating monsters for it&#039;s amusement.&lt;br /&gt;
&lt;br /&gt;
==Khorne==&lt;br /&gt;
{{Main|Khorne}}&lt;br /&gt;
[[File:Khorne First.jpg|thumb|right|200px|Lord of RAEG, War, Butthurt, Steroids and Testosterone. Really just a grouchy puppy.]]&lt;br /&gt;
&lt;br /&gt;
BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE! MILK FOR THE KHORNE FLAKES! BUTTER FOR THE POP KHORNE! Oh, sorry. In case it wasn&#039;t obvious, Khorne is the god of battle, martial honor, and oh yeah, BLOOD! Although primarily formed from hate and rage, bravery and honor are also thrown in the mix. Also in the mix are mercy (in particular, mercy for those too weak to put up a fight and be a challenge to kill. This is almost never shown in the fluff though, annoyingly), courage, regret, fear, athleticism, determination, daring, impulsiveness, and struggling onward in the face of any odds.&lt;br /&gt;
* Gender - DEFINITELY A MAN, AND DON&#039;T YOU FORGET IT!! &amp;lt;strike&amp;gt; I thought he was female? &amp;lt;/strike&amp;gt; {{BLAM|&#039;&#039;&#039;*BLAM!* *BLAM!* THAT&#039;S DOUBLE HERESY!!&#039;&#039;&#039;}}&lt;br /&gt;
* Main Enemy - Slaanesh, as he considers him/her/them to be too frilly and really doesn&#039;t care about sensations, especially when they prolong the spilling of blood, to the point fluff wise it is distinctly pointed out he hates the priss even more than tzeench,  going so far as to have slaaneshi and khornates have the hatred special rule against eachother. &lt;br /&gt;
* Bro god - Nurgle, although he doesn&#039;t seem to mind Khaela Mensha Khaine (they&#039;re probably the same thing, though), and he is rumored to be in a polyamorous relationship with Mork and Gork.&lt;br /&gt;
* Love Interest - Gork and Mork (see above). [[Valkia the Bloody]] (Canonically - yes, your brain is now broken).&lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Legion - The [[World Eaters]], other various chapters and bands of warriors dedicated themselves to him since. Also has IG-equivalent armies like the [[Blood Pact]].&lt;br /&gt;
*[[Warriors of Chaos]] &amp;quot;Hero&amp;quot;/Chaos Tribe: Arbaal the Undefeated (ANGRY VIKINGS!! FUCK YEAH!!), Valkia the Bloody, Scylla Afingrimm (former warlord turned [[Chaos Spawn]] and still kicks ass), Hrafn Untam, Haargroth the Blooded, Skarr Bloodwrath. Khorne also has an entire Norse confederation especially devoted to him known as the Aeslingr. &lt;br /&gt;
* Sacred Number - 8 (&amp;quot;The eightfold path&amp;quot;)&lt;br /&gt;
* Adjective - Khornate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:WE Heretic Astartes 2.png|A Khornate Berzerker Heretic Astartes of the [[World Eaters]] Traitor Legion.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Nurgle==&lt;br /&gt;
{{Main|Nurgle}}&lt;br /&gt;
[[File:Nurgle Old.jpg|thumb|right|200px|Despite his and his minion&#039;s appearances, they&#039;re actually pretty nice (for debatably self-aware boogers).]]&lt;br /&gt;
&lt;br /&gt;
Nurgle is the god of filth, pestilence, decay, and generally being a cool dude (which are [[Neckbeard|obviously related]]). Formed from despair and fear of death, his portfolio also includes acceptance and stoicism. Other values include inevitability, empathy, kinship, struggle, (familial) love, tradition, mercy, and memory. Nurgle is also notable for being the only Chaos god that cares for his followers whatsoever, bordering on love (in fact in 40k, he loves the [[Eldar]] goddess [[Isha]] so much that he [[grimdark|chained her up and force feeds her his new diseases]], because that&#039;s the only way he knows how to express love... yeah, love sucks &amp;lt;s&amp;gt;sometimes&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;all the time&amp;lt;/S&amp;gt; most of the time). Also note that one aspect of him that is played up in the End Times is that he is in fact the god of life, only for him it means unrestrained, infinite life such as with pathogens and tumors.&lt;br /&gt;
* Gender - A (slob of a) man. A VERY fat, old one.&lt;br /&gt;
* Main Enemy - Tzeentch, the paragon of hope and change, in opposition to Nurgle&#039;s representation of decay and inevitability.&lt;br /&gt;
* Bro god - Khorne, mostly because Nurgle is the only Chaos god Khorne doesn&#039;t entirely hate.&lt;br /&gt;
* Love Interest - His joy and wife, [[Isha]]. Now pins for Alarielle, since he [[Everqueen#Isha.2FAriel_Alarielle_Fusion_Dance.21|lost Isha to her]].&lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Legion - The [[Death Guard]]. Has tons of other followers like the [[The Purge]] (omnicidal wackos who have no problem using chemical and virus weapons on helpless populations), [[Apostles of Contagion]] ([[Zombie Plague]] aficionados), the [[Lords of Decay]] (utterly loyal Marines sent to die in the Eye, holy fuck these guys made a direct assault on the Solar System and won Pluto), and human IG armies like the rebellion on [[Vraks]].&lt;br /&gt;
* [[Warriors of Chaos]] &amp;quot;Hero&amp;quot;/Chaos Tribe: [[Valnir|Valnir the Reaper]], old school champion of Nurgle;  [[Festus the Leechlord]] (this guy used to be a doctor in the Empire; he&#039;s not even a Northman). The Crow Brothers of the Björnlings are especially devoted to him also (Festus leads these guys), the [[Glottkin]], [[Gutrot Spume]] (a Nurglite pirate barbarian), the [[Maggoth Lords]] of Icehorn Peak. It could also be possibly argued (especially considering [[Age of Sigmar|Age of Skubmar]]) that the Skaven Clan Pestilens is some sort of splinter cult built on worshipping Nurgle while thinking that they&#039;re worshiping an aspect of the Horned Rat.&lt;br /&gt;
* Sacred Number - 7 (though 3 is also a popular number)&lt;br /&gt;
* Adjective - Nurglite&lt;br /&gt;
* Please note that the above lore mixes both Warhammer fantasy lore and Warhammer 40k lore which, although the character is virtually indistinguishable, are not the same thing. [[Skub|Maybe]].&lt;br /&gt;
&lt;br /&gt;
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File:Plague Marine 8th Ed.png|A [[Plague Marine]] of the [[Death Guard]] Traitor Legion.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Slaanesh==&lt;br /&gt;
{{Main|Slaanesh}}&lt;br /&gt;
[[File:Slaanesh Old.jpg|thumb|right|200px|The embodiment of all things PR0N.]]&lt;br /&gt;
&lt;br /&gt;
Slaanesh is the god/dess of pain, pleasure, and perfection... or, in other words, a god of [[1d4chan|emotions formed from emotions]], not all of which are bad. In 40k (WHFB didn&#039;t elaborate how Slaanesh was born, so we can only assume he/she/they manifested normally like the other Gods), the an inherently psychic race called the [[Eldar]] created him/her/them by having so many damn orgies they tore space-time a new asshole (The Eye of Terror). Formed mainly from hedonism and excess, love and creativity are also attributes of Slaanesh. Other facets include perfectionism, obsessiveness, attention-whoring, jealousy, sensuality, [[Doomrider|DRUGS]], empathy, self-expression, individuality, art, music, joy, and admiration (so quite literally the god of sex, drugs, and rock &#039;n roll!).&lt;br /&gt;
* Gender - Whatever you want it to be, sugar!  In WH Fantasy you&#039;ll see illustrations of a lecherous old hag / old man / old bits-of-both; in WH40k depictions are of a young flamboyant hermaphrodite.&lt;br /&gt;
* Main enemy - The brutish Khorne, obviously. H-he never calls...&lt;br /&gt;
* Bro god - Tzeentch, although that&#039;s mostly because he&#039;s the least icky of the Chaos gods. His/her/their friendship with Nurgle is a bit questionable since he stole [[Isha]] during Slaanesh&#039;s proverbial and... literal raping of the former Eldar Empire, though it isn&#039;t shown anywhere that Slaanesh still openly detests Nurgle for that (Hell, their daemons temporarily joined forces once or twice). Generally the most open to working with the others.&lt;br /&gt;
* Love Interest - All of them. Still pines for Isha, and is depressed no one ever seems to love him/her/them back. Tries to tempt Khorne into raping him/her/them. Gave up on Nurgle after he got married. For a long time has been pining for Tzeentch of all people, but she can never seem to make him think she likes him as more than just a friend. Basically, she&#039;s the hot chick who got friendzoned by the nerd. But he/she/they won&#039;t give up!&lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Legion - [[Emperor&#039;s Children]]. Also has others to call on like The [[Flawless Host]] (their drugs make Emperor&#039;s Children&#039;s look like baking powder), [[Violators]] (these guys body sculpt themselves enough to make a [[VtM|Tzimisce]] well up with pride), as well as, again, various IG-equivalent armies.&lt;br /&gt;
* [[Warriors of Chaos]] &amp;quot;Hero&amp;quot;/Chaos Tribe: Sigvald the Magnificent (he really is quite magnificent...), [[Dechala|Dechala the Denied one]], former high elf maiden turned into near greater daemon level, Azazel, former bro of [[Sigmar]], Styrkaar of Sortsvinear. &amp;lt;s&amp;gt;The Varg tribes serve him.&amp;lt;/s&amp;gt; NO WE DON&#039;T. Likely that the Hung worship him/her/them, purely judging from their nomenclature. Also, [[Dark Elves (Warhammer Fantasy)|Dark Elves]], pre-retcon.&lt;br /&gt;
*Sacred Number - &amp;lt;s&amp;gt;sex&amp;lt;/s&amp;gt; 6. Probably 69 and 420 as well, due to what they’re associated with.&lt;br /&gt;
* Adjective - Slaaneshi&lt;br /&gt;
&lt;br /&gt;
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File:Mandraykh Blyss EC.png|A Slaaneshi-Heretic Astartes of the [[Emperor&#039;s Children]] Traitor Legion.&lt;br /&gt;
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&lt;br /&gt;
==Tzeentch==&lt;br /&gt;
{{Main|Tzeentch}}&lt;br /&gt;
[[File:Tzeentch Old.jpg|thumb|right|200px|Change we can all believe in...]]&lt;br /&gt;
&lt;br /&gt;
Tzeentch is the god of [[Just as planned]], being a wishy washy nerd, and magic, arguably the coolest and most potentially powerful of the four due to being nerfed from his actual true power in the height of his age of coming from both respective canons of Warhammer and generally being the most victorious when fighting against humanity and other races as a scheming jerkass. Tzeentch is formed from paranoia and plotting, but also, amazingly enough, hope and ambition. Other values include trust, curiosity, dissatisfaction, aspiration, progress, knowledge, learning, protection, will, anarchy, and change.&lt;br /&gt;
* Gender - Always changing, but usually male or genderless.&lt;br /&gt;
* Main Enemy - Nurgle, because he symbolizes stagnation, a.k.a. refusal towards change. Khorne as well, as the jock bullies him for his nerdiness, which is what Tzeentch wants you to believe, in truth he bullies and torments Khorne.&lt;br /&gt;
* Bro god(dess) - Slaanesh, who isn&#039;t as brutal/dumb as Khorne and not as much of a lazy bastard as Nurgle. Plus, he/she/they&#039;re nice to little Tzeentch! [[Cegorach]] might have a Shonen Rival Bro Bond with him when they dont fight on different teams. &lt;br /&gt;
* Love Interest - Kind of wishes that the Deceiver, Cegorach, and the Emperor were chicks. For female gods hes got an Eye for [[Arianka]] since she&#039;s a rival to his whole all play to her all work dynamic and wants her to be the [[Isha]] to his Nurgle. &lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Legion - [[Thousand Sons]], and basically no other Space Marine groups; only [[The Scourged]] are canonical non-TS-descendants who are dedicated to Tzeentch. Tzeentch also apparently doesn&#039;t have any IG-equivalent armies dedicated to him in particular (besides the [[Prospero Spireguard]] who are more like the Thousand Sons auxilia than anything else). In-universe this is most likely because if a Guardsman is going to turn to a specific Chaos god, the prospect of [[Khorne|power and unending glorious conquest]], [[Nurgle|freedom from all pain and suffering]], or [[Slaanesh|all the booze, drugs and whores you can handle and then some]] are more attractive options than being a scheming nerd. Or else Tzeentch&#039;s non-marine cultists are rarely warriors or soldiers, more often power-hungry bureaucrats, nobles, Imperial Governors, and even Inquisitors. Out of universe it&#039;s hard to make Tzeentch-focused units other than TS when their signature units are sorcerers, who only come in small quantities on the tabletop, and the Sons-specific Rubric Marines. He also offers limited knowledge of the future, represented in game with a boosted Ward save from the Mark of Tzeentch.&lt;br /&gt;
* [[Warriors of Chaos]] &amp;quot;Hero&amp;quot;: &amp;lt;s&amp;gt;Vilitch the Curseling&amp;lt;/s&amp;gt; [[Egrimm van Horstmann|Egrimm van Horstmann]]. No Chaos Tribe seems to revere him to any exceptional extent (well there was this Sarl tribe and it was ruled by a Tzeentch chieftian, but [[Wulfrik the Wanderer|Wulfrik]] killed him as well as his son) but he pulled out some nasty tricks such as becoming the grand magister of the Order of Light and fucking said order up before flying away on top of a dragon. Also, got [[Cathay]] in a bag.&lt;br /&gt;
* Sacred Number - 9&lt;br /&gt;
* Adjective - Tzeentchian&lt;br /&gt;
&lt;br /&gt;
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File:TS Sorc Divination.png|A Tzeentchian Chaos Sorcerer of the [[Thousand Sons]] Traitor Legion.&lt;br /&gt;
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&lt;br /&gt;
==Malal==&lt;br /&gt;
{{Main|Malal}}&lt;br /&gt;
[[File:Malal.jpg|150px|right|thumb|Then we have this motherfucking out of place/odd one out weirdo here....]]&lt;br /&gt;
&lt;br /&gt;
Though not as relevant as the other big four, Malal is still more notable than the other minor Gods mentioned below. He&#039;s sort of the borderline between major and minor chaos gods.&lt;br /&gt;
&lt;br /&gt;
Malal is a renegade Chaos god that only appeared in one comic for Fantasy before his creators divorced and took their character with them, resulting in GW shitcanning most of the original sculptors and artists. Then he was replaced with two entirely different characters with the same basic domain before being quietly swept under the rug and forgotten, barring the odd reference that slips out here and there. He is fittingly the god of fractiousness and dissent, which means his power is parasitic: any time the four other major Milky Way Warp gods do their thing, which is to say strive to gain power at the expense of the materium and eachother, Malal grows in power as well. Because of his nature as a common enemy to the big four and thus a Warp Entity that fights the Warp, he is also sometimes a god of atheism, contradictions, and paradoxes, when he exists at all. That being said, he did have awesome champions who lived solely to hunt down the greatest champions of the other gods, which is pretty [[Awesome]]. Sadly (or not, depending on your opinion), [[Games Workshop]] idiotically lost the rights to his name, so he&#039;s been more or less retconned. Except now he &amp;lt;i&amp;gt;might&amp;lt;/i&amp;gt; be back in 40k, with a [[Chaos Space Marine]] warband called the [[Sons of Malice]] who worship a god called Malice...who just happen to wear a color scheme of black and white, and just happen to have a symbol of a bisected skull, and whose premier Chaos weapon specializes in killing Daemons. There&#039;s also [[Beastmen]] of Malal in one of the card games. But nope, don&#039;t you dare say they worship Malal. Like Khorne, Malal has an aspect of hate, however it&#039;s more along the lines of loathing (including towards self), [[derp|malice]] and cold contempt compared to Khorne&#039;s ragey hot-blooded variety. While a worshipper of either might shoot up a school, a malal worshipper would probably think of it like exterminating pests rather than a pleasant rampage. Beyond all that, his portfolio includes paradoxes, justice, revenge, nihilism, and the inevitability of Chaos turning upon itself. Every time the others fight or power shifts between them, he grows stronger. Just like Chaos will eventually win and consume all worlds, Malal will eventually win and consume all Chaos resulting in oblivion for all things...then if GW took the full bite off Moorcock&#039;s work and not just the parts they wanted, the whole thing starts all over again from the beginning. &lt;br /&gt;
* Gender - Maleal&lt;br /&gt;
* Main Enemy - EVERYONE. Because Malal&#039;s an edgy loner who doesn&#039;t play by the rules (also because he represents one of the few things GW didn&#039;t steal from [[Moorcock]], that Chaos eventually destroys itself), although the forces of [[Chaos Undivided]] might logically be prioritized over other folk.&lt;br /&gt;
* Bro God(ess) - Probably any character that has been retconned away, that [[Squats|is angry about not being a part of the canon anymore]]. A story where he temporarily joins forces with someone like Emps or the [[C&#039;tan]] might also work.&lt;br /&gt;
* Love Interest(s) - As per his nature as an edgelord, he has a tsundere love-hate relationship with chaos itself.&lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Chapters - [[Sons of Malice]]. And that just about sums it up. No Imperial Guard equivalent, no daemon spawn, nothing (that we know of). So yeah, that pretty much makes him a god of hipsters too. /tg/ has made a fan-codex for [[Malal Daemonkin]], though, so go help yourself :)&lt;br /&gt;
* [[Warriors of Chaos]] &amp;quot;Hero&amp;quot;/Chaos Tribe: A fellow named Kaleb Daark was Malal&#039;s first revealed servant, who swung around a pterodactyl head on a stick. The Ogre Skrag the Slaughterer fucked up dwarves in his name before pussying out to follow some shitty Ogre god thanks to retcons. There&#039;s a small tribe of Beastmen named the Claws of Malal as well. &lt;br /&gt;
* Sacred Number - 11&lt;br /&gt;
* Adjective - Malalic&lt;br /&gt;
&lt;br /&gt;
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Image:Maxresdefault.jpg|220px|A Malalic Space Marine&lt;br /&gt;
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&lt;br /&gt;
==Great Horned Rat==&lt;br /&gt;
{{Main|Horned Rat}}&lt;br /&gt;
[[File:Betterskaven.jpg|220px|right|thumb|Thinks he&#039;s better than sliced Jesus.]]&lt;br /&gt;
&lt;br /&gt;
This otherwise-unnamed deity is patron of the [[Skaven]], and god of... well, rats. He also infringes copyright on both Nurgle&#039;s and Tzeentch&#039;s portfolios, but it&#039;s mostly rats. The Horned Rat once appeared in material form; he&#039;s the only Chaos god to do so. Of course, in Skaven fashion, he just ate a ton of the Skaven present, gave some orders and left; the Skaven only serve him out of fear, even though their belief in him only makes him stronger.  He left them with a warpstone monolith containing the Skaven equivalent of the Ten Commandments.&lt;br /&gt;
&lt;br /&gt;
In Age of Sigmar he was promoted to Chaos God following the demotion of Slaanesh out of the Great Game. &lt;br /&gt;
* Gender - Referred to as male. &lt;br /&gt;
* Main Enemy - Everyone, backstabbing is his primary creed and portfolio. Being cowardly, he will also work with any Chaos God, mostly Nurgle. Archaon shows him the least respect, however.  &lt;br /&gt;
* Bro God(ess) - Nurgle, as far as his followers are concerned. They have very similar hobbies.&lt;br /&gt;
* Love Interest(s) - As Skaven themselves are incapable of feeling love, it is unlikely GHR can either. &lt;br /&gt;
* Dedicated [[Chaos Space Marine]] Chapters - None. Great Horned Rat does not exist in 40k. Although there are [[Death Guard]] miniatures with [[Skaven]] heads.&lt;br /&gt;
* [[Warriors of Chaos]] &amp;quot;Hero&amp;quot; - [[Clanrats]]. All of them. ALL OF THEM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  Also apparently [[Thanquol]], because the Great Horned Rat thinks his fuckups are hilarious. &lt;br /&gt;
* Sacred Number - 13&lt;br /&gt;
&lt;br /&gt;
==The Other Ones==&lt;br /&gt;
Older editions of Warhammer Fantasy and 40k mention several lesser Chaos gods. Nowadays, they only appear(ed) in WFB (and even then, only sparingly), with some (the Horned Rat and Hashut in particular) generally considered to be separate from the &amp;quot;main&amp;quot; Chaos pantheon.&lt;br /&gt;
&lt;br /&gt;
Until the Horned Rat replaced Slaanesh as the Fourth Chaos god after the End Times. This change did not affect 40k (or presumably any other universe Slaanesh exists in), and Slaanesh is slowly breaking the prison walls.&lt;br /&gt;
&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
====Ashedte&#039;gash====&lt;br /&gt;
A Minor Chaos God who was once an orphan on the streets of the Empire, who grew up learning that strength and cleverness are what allows one to survive, and that those who are weaker and stupider should be climbed over and killed to serve their betters. As such, he is served by only a few Greater Daemons, as the Lesser Daemons that followed him were all killed off for realsies in the Warp by their betters in an Ayn Randian survival-of-the-fittest natural selection murderfest.&lt;br /&gt;
&lt;br /&gt;
Ash has only a handful of Greater Daemons serving him. All of the lesser daemons were destroyed in the ever present struggles to prove oneself to Ash. The remaining daemonic servants of Ashedte&#039;gash are heavily armored Greater Daemons, wearing plate armor, carrying giant two handed swords. Little is known of these foul servants of Ashedte&#039;gash. They lack wings to fly, but except from this nothing is known, but of their great strenght at arms.&lt;br /&gt;
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====Atagro====&lt;br /&gt;
Lord of Beasts, was once mortal but was risen to Minor Chaos God status by Shagraunt, another Minor Chaos God, deeds included slaying a Sandworm in Araby. Atagro is a huge vicious creature clad in glistening black armor and crowned with a fierce, horned helm atop his blackened, skeletal head. Atagro&#039;s eyes burn with a fiery luminance, and he wears a huge shroud-like cloak. Tormented, vaguely human wretches struggle and writhe to peer out from under its folds. Atagro&#039;s armor is decorated with all the symbols of chaos, as he was once their most powerful champion. His hands are filthy and rotted; capped with grim steel talons and dark metal studs. Atagro&#039;s weapon, Kagorr, is a huge tooth edged sword with a second blade extending from the handle. The mighty god wields the blade with whirling grace and deadly precision. Kagorr is the most powerful weapon of chaos ever created and less powerful blades of similar appearance are often granted to Atagro&#039;s followers.&lt;br /&gt;
*&#039;&#039;&#039;Storm Lasher&#039;&#039;&#039; (also known as &#039;&#039;Serpent-Giants&#039;&#039;, &#039;&#039;Twisting Punishers&#039;&#039;, or &#039;&#039;Lashing Gargantuans&#039;&#039;): These disgusting creatures appear as bloated gray skinned giants with long flailing tentacles for heads. The creatures have thick, two fingered hands with each finger ending in huge dark tentacles. Their short opposable thumbs are their only true fingers. The storm lashers are so named due to their affinity for lightning. Lashers whip their enemies with tentacles and make a sound like thunder when they run.&lt;br /&gt;
*&#039;&#039;&#039;Gull Grinder&#039;&#039;&#039; (also known as &#039;&#039;Raging Slug Men&#039;&#039;, &#039;&#039;Screaming Beasts of Frenzy&#039;,&#039; or &#039;&#039;Atagro&#039;s Habitations&#039;&#039;): These creatures are among the more deadly of Atagro&#039;s demons. They appear as huge brown skinned strongmen with slug bodies for legs. Their enormous muscled arms end in the heads of lions and their own flat, bald heads are featureless save for beady black eyes and huge mottled beaks. The Gull Grinders attack by biting or spewing fireballs with their lion heads.&lt;br /&gt;
*&#039;&#039;&#039;Corpse Render&#039;&#039;&#039; (also known as &#039;&#039;Butchers of Atagro&#039;&#039;, &#039;&#039;Beast-Lords&#039;&#039;, or &#039;&#039;The Dark Titans&#039;&#039;): The horrifying Corpse Renders are absolutely Atagro&#039;s most powerful greater demons. They look like massive 20&#039; humanoids with black skin and the heads of rhinos. The Corpse Renders arms end in spherical masses of dark, twisted blades which spin and rotate at the will of the demons. The Renders awesome muscular legs end in flattened black hooves which they may scrape across the ground as they snort in anticipation of a coming fray.&lt;br /&gt;
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====Be&#039;lakor====&lt;br /&gt;
{{main|Be&#039;lakor}}&lt;br /&gt;
The first [[Daemon Prince]] and ostensibly the only Daemon Prince of [[Chaos Undivided]], Be&#039;lakor commands a great amount of power over the Realms. While still under the thumb of his four parents, he has been able to control a sizeable army of followers and has claimed to have even influenced [[Archaon]].&lt;br /&gt;
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====Chaos Gods of Law====&lt;br /&gt;
{{main|Chaos Gods of Law}}&lt;br /&gt;
[[Alluminas]], [[Arianka]], and [[Solkan the Avenger]]. Supposedly These guys were the opposite of the big four, though you&#039;ll notice there are only three of them, there was apparently a fourth but they never popped up. They also had human worshippers. [[Kaleb Daark]] was meant to kill Arianka but he was mysteriously vanished along with her relevance. And Be&#039;la&#039;kor said Solkan (and implicitly the other three) was not real. Given how God&#039;s are born of belief and he had active believers it&#039;s not sure how that works out. Nevermind that Be&#039;la&#039;kor&#039;s version of the truth can be skewed at the best of times. These old-school dudes have their own page!&lt;br /&gt;
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====Hashut====&lt;br /&gt;
{{main|Hashut}}&lt;br /&gt;
Hashut apparently means &amp;quot;Father of Darkness&amp;quot; in Dwarfen, which naturally means he&#039;s the god of the [[Chaos Dwarfs]]. And if his followers are any indication, he&#039;s also god of penis-compensating hats.&lt;br /&gt;
&lt;br /&gt;
====Kka====&lt;br /&gt;
Kka was a Chaos Godling, that is to say Minor Chaos God, although what he embodied is unknown. What is known is that he was the patron of the equally goofy-looking and sexy Harpy-turned-Chaos-Spawn named Ngaaranh, who looked like a 3 Headed Harpy with long necks and eyestalks.&lt;br /&gt;
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====Khakkek====&lt;br /&gt;
[[File:KhakkekkFollowers.jpg|200px|right]]&lt;br /&gt;
From old-school Warhammer, was the god of the Chaos Goblins. Was only mentioned once or twice, but was described as a red skinned, 8 limbed spidery-goblin who was a god of bloodletting but unlike Khorne, allowed for magic. Described as seen as halfway between Khorne and Khaine. The picture above shows a cult of his worshippers. If you look closely, you can see the Symbol of Chaos on the Shaman&#039;s Loincloth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greater Daemon:&#039;&#039;&#039; The Great Demons of Khakkek feature an almost Goblinoid physiognomy, so they can be easily mistaken, from afar or in poor light, for an Orc (albeit very large). On closer inspection, however, we discover glowing red eyes, Chaos armor, and an impressive number of sharp teeth and claws (including a nice pair of fangs). His face can mirror Khakkekk&#039;s, and he wields a fiery giant sword with immense skill. Its characteristics are the same as those of a standard Minor Demon.&lt;br /&gt;
*&#039;&#039;&#039;Lesser Daemon:&#039;&#039;&#039; Just as the Big Demon looks like an Orc, Orc, the Little Demon looks like some kind of Goblin. He too, from afar or in poor light, can easily be mistaken for a Goblin (albeit tall), with red eyes. His face and impressive array of dangerous teeth and talons (no fangs) are also reminiscent of Khakkekk. Its characteristics are similar to those of a Minor Demon.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Beast:&#039;&#039;&#039; These creatures, sociable in the manner of the Nurglings, appear as Brats (would be Snotlings in more modern editions, since Greenskins now reproduce by spores) with glowing red eyes (this is the common characteristic of the demons of Khakkekk, with sharp teeth and talons) and sport 1d4 Chaos mutations. Like other demons, each has a face that strangely recalls its master. The profile of a Demonic Creature is the same as a standard Servant Demon, or, alternatively, that of a Nurgling (if you have Realm of Chaos: the Lost and the Damned).&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Steed:&#039;&#039;&#039; Khakkekk&#039;s Demonic Mount appears virtually identical, at least physically, to a Large Wolf, and it may actually be. Whether or not this is the case, it is virtually identical. You can therefore use the description of the Big Wolf from the bestiary of WFRP1 or that of present in this project.&lt;br /&gt;
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====Kweethul====&lt;br /&gt;
Kweethul Gristlegut was a Skaven who managed to become an extremely minor Chaos God in the older Warhammer editions. He was later mentioned as being a HERETIC against the Horned Rat in a later Skaven army book. The Horned Rat will suffer no challenger to its dominion over Skaven-kind! Could create his own Daemons, too.&lt;br /&gt;
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*&#039;&#039;&#039;The Six Eyed Slayer:&#039;&#039;&#039; Greater Daemon. He stands about 10ft in height with a pair of three eyed goats heads. It carries a Chaos Weapon with the power of mutation.&lt;br /&gt;
*&#039;&#039;&#039;Floating Horror:&#039;&#039;&#039; Lesser Daemon. Appearing much as a Harpy but with the clawed feet of a Bear.&lt;br /&gt;
*&#039;&#039;&#039;Fire Runner:&#039;&#039;&#039; Daemonic Steed. A partially feathered beast with burning clawed feet.&lt;br /&gt;
*&#039;&#039;&#039;The Thing:&#039;&#039;&#039; Daemonic Beast.&lt;br /&gt;
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====Meneloth====&lt;br /&gt;
An androgynous god of pleasure among the Elves, may have been a sort of proto-Slaanesh before being absorbed into the greater whole of Slaanesh upon Slaanesh&#039;s birth, either that or a toned-down aspect of Slaanesh used to lure Elves into worship of Slaanesh, like a dealer giving a watered-down needle of heroin to a kid to get them addicted before giving them the hard stuff.&lt;br /&gt;
&lt;br /&gt;
====Necoho====&lt;br /&gt;
[[File:Necoho_Revealed.png|500px|thumb|right|[[/tg/]] has recently deduced Necoho&#039;s true identity.]]&lt;br /&gt;
Necoho is the god of atheism and one of the other minor gods invented as a replacement for Malal. Stupid as it sounds, it actually works, as Chaos is a reflection of all human beliefs and emotions, including, paradoxically, disbelief. He generally works to make religious movements disappear and wears a permanent expression of comic amusement, as he fucking knows he&#039;s a walking, talking paradox.&lt;br /&gt;
&lt;br /&gt;
Note that Necoho was introduced in an adventure for [[Warhammer Fantasy Roleplay]] 1st Edition, so his current canonicity is doubtful, to say the least. That being said, he has been mentioned sporadically since then, such as the [[Gotrek &amp;amp; Felix]] novel &#039;&#039;Road of Skulls&#039;&#039;, which is more than can be said for Zuvassin. Has been mentioned by name in the Age of Sigmar novel &#039;&#039;Auction of Blood&#039;&#039;, along with a mention to his cult and an antitheist tract called  &amp;quot;The Revelations of Necoho, or the Light of Doubt&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the popular series [[If the Emperor had a Text-to-Speech Device]], [[Magnus the Red]] made the point that the Emperor was, perhaps unknowingly, feeding a Chaos god of unbelief by promoting his Imperial Truth.&lt;br /&gt;
&lt;br /&gt;
====Obscuras====&lt;br /&gt;
Brother of Alluminas, Chaos God of Law. Was originally one of the Gods of Law but got jealous of his brother and turned to Chaos proper.&lt;br /&gt;
&lt;br /&gt;
Shadowphytes (also known as Shadow Daemons) are daemons of Obscuras, standing around the height of an average man. The most dedicated of Obscuras&#039; cultists hope to join the ranks of the Shadowphytes upon their deaths. Shadowphytes appear as black shadowy humanoids whose features are only barely visible through the inner darkness they radiate. They cannot fly but possess the ability to melt into the shadows in one place and reappear in the shadows somewhere else within their line of sight. They fear the light and it is know to cause them actually damage when not standing in full or demi-darkness.&lt;br /&gt;
&lt;br /&gt;
Shadowphytes can&#039;t cause physical wounding upon their victims, but cause damage through their touch, which robs the victim of his or her strength, and they are skilled users of the magical art of their master. It&#039;s said that anyone slain by a Shadowphyte is condemned to eternal torment in Obscuras&#039; realm of shadow.&lt;br /&gt;
&lt;br /&gt;
====Oubelgyr====&lt;br /&gt;
Oubelgyr is a Daemon-Prince who sits at the cusp of just-about-to-be-but-not-quite a Minor Chaos God, who is known to be a Peddler of Knowledge, like some sort of Daemonic Informant. Whereas Tzeentch is all about learning and then coveting secrets, Oubelgyr is always trying to find secret knowledge then sell it to the highest bidder, a trait useful for Chaos Sorcerers with sacrifices to spare who wish to skip the chanciness of Tzeentch&#039;s blessings. Was inprisoned at one point, but was able to scheme a way to unlock the door to his prison, only to then decide his prison was a nice lair and pretended to still be locked in. Rather than having daemons of his own, he has multiple Daemons and Mortal slaves who he has bound with contracts, who have to do as he says and guard him.&lt;br /&gt;
&lt;br /&gt;
====Quorn====&lt;br /&gt;
[[File:QuornArtwork.jpg|200px|right]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with Khorne, Quorn was the Minor Chaos God of carnivorous plants, whose schtick basically was &amp;quot;Radical Anti-Veganism&amp;quot; with carnivorous plant life devouring all flesh-creatures. His name was a double-pun, meant to sound like Khorne&#039;s and the same as a vegetable-based fake-meat substitute from before Impossible Meats were a thing. (Note: Pictured above is fan artwork produced by putting Quorn&#039;s name and description into Nightcafe, an Artificial Intelligence Art Program that makes art based on text description)&lt;br /&gt;
&lt;br /&gt;
====Rhasneth====&lt;br /&gt;
The Chaos God of Insanity. Must be pretty batshit insane if his brand of nutters stands out amongst the general mental sickness of the rest of the Pantheon of Chaos.&lt;br /&gt;
&lt;br /&gt;
The daemons of Rhasneth are to varied to make a single name for them, the most horrible nightmares of the most twisted madmen made real, pushing their way from the realm of nightmares into the world of the living to do their master&#039;s wish. The daemons of Rhasneth are special in that not all can see them, only those who have already lost their sanity can see them while all others fail to even notice them. The madman can scream in terror when his nightmares comes for him, not only to haunt him in his dreams but to feast upon his soul, while the rest of the world remains ignorant of the creature and tells him there is nothing there. Even as the daemon slowly approch, a mad twisted snarl upon its face...&lt;br /&gt;
&lt;br /&gt;
====Screaming God-Child====&lt;br /&gt;
[[File:Screaming God-Child.png|200px|right|]]&lt;br /&gt;
Appearing only in the [[Malus Darkblade]] novel &#039;&#039;Lord of Ruin&#039;&#039;, and more completely in the Malus chapters in Warhammer Monthly, the God-Child is the ruler of a little corner of the Realm of Chaos known as &#039;&#039;Alterity&#039;&#039;, a massive chunk of rock on top of which lies  walls in the shape of an eight-pointed star, guarded by ancient daemons who keep the locals and guests who enter from leaving Alterity. The God-Child himself takes the appearance of a young humanoid being with a near featureless face, only having a mouth, wearing robes and an amulet in the shape of the star of Chaos.&lt;br /&gt;
&lt;br /&gt;
====Shagraunt====&lt;br /&gt;
A Minor Chaos God of whom even less is known of than Atagro, it was Shagraunt who ascended Atagro into the ranks of the Minor Chaos Gods.&lt;br /&gt;
&lt;br /&gt;
====Stromfels/Mermedus====&lt;br /&gt;
Whilst often speculated to be [[Manann]]&#039;s edgy dark half, Stromfels&#039; mutant cults and rumored links to Khorne in earlier editions point towards his status as a minor Chaos god. Further proof of this is his patronage of sea mutant pirate Aranessa Saltspite, and his Chaos cult in the Gotrek and Felix story &amp;quot;Slayer of the Storm God&amp;quot;, featuring his avatar, the &amp;quot;Harbinger of Stromfels&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Another variation of Manann but Chaos exists in the form of &#039;&#039;&#039;Mermedus&#039;&#039;&#039;, the Norscan god of the sea, that&#039;s considered by some to be an even more edgy version of Stromfels. Notable that most Norscans don&#039;t even like him, because all who die at sea are claimed by him and denied entry to their patrons realm, except for the Skaelings who drown prisoners of war and animals for him after battles and raids. He&#039;s described as a ghoulish and bulbous figure that walks on the sea floor, covered in eyes and bloated like a drowned person. This is odd, as Stromfels&#039; Avatar, Harbinger of Stromfels, looked like a Giant with a Tentacle where each of the Arms would be and the Head of a Shark. &lt;br /&gt;
&lt;br /&gt;
In [[Total War: Warhammer II]], he is also [[Cylostra Direfin]]&#039;s patron deity, having resurrected her as a vengeful ghost to wreak havoc against the High Elves and Bretonnians who rejected her singing.&lt;br /&gt;
&lt;br /&gt;
In Age of Sigmar, he apparently is still worshipped by pirates in one area of Ghyran, and was worshipped by a tribe of Gargants in Azyr before Sigmar cleansed the realm of Chaos.&lt;br /&gt;
&lt;br /&gt;
====Tristaris====&lt;br /&gt;
A Chaos Goddess of Misery, with a minor interest in knowledge. Represents the misery brought about by knowledge of Chaos&#039; ultimate victory. Sounds like Tzeentch&#039;s perfect girl, a big tiddy goth nerd GF.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blissbane:&#039;&#039;&#039; (also known as &#039;&#039;Wailing Woman of Misery&#039;&#039;,&#039;&#039;Mistress of Destress&#039;&#039;, or &#039;&#039;Gaunt Spirits of Lamentation&#039;&#039;) This infernal creatures look like haggard, ghostly women with wild hair and gaunt, wrinkled bodies. They wear white shroud like clothes and are translucent to the eye. The Blissbanes emit occasional shrieks of pure misery as well as sudden bursts of maniacal laughter. They can pass through any obstacle as though they were ethereal, but are also incapable of manipulating any material objects. Often Blissbanes appear in groups of four, the number of Tristaris.&lt;br /&gt;
*&#039;&#039;&#039;Sloathe:&#039;&#039;&#039; (also known as &#039;&#039;Mounts of Misery&#039;&#039;, &#039;&#039;Hunching Beasts of Suffering&#039;&#039;, or &#039;&#039;Steeds of Tristaris&#039;&#039;) The sloathes are bear sized creatures with four legs and short curved claws. The creatures have no heads and appear to be made almost entirely of layer upon layer of dark rags and shrouds. They make low grunting and grumbling sounds as they walk. The sloathes lash out with their claws in combat, and they have the ability to collapse into a pile of useless rags. The rags may be scattered by the wind or even burnt up; but unless every single one of them is destroyed the creature can return to its normal shape from any one of the pieces.&lt;br /&gt;
*&#039;&#039;&#039;Humanwood Tree:&#039;&#039;&#039; (also known as &#039;&#039;Oaks of Despair&#039;&#039;, &#039;&#039;Petrified Eyes of Torment&#039;&#039;, or &#039;&#039;Roots of Evil&#039;&#039;) The humanwood trees are powerful demons that largely inhabit the groaning forests of misery in the pocket dimension that is Tristaris&#039;s realm in the chaos warp. The trees look like stubby, twisted oak trees with thick trunks and anguished human faces and bodies seemingly squirming about beneath their flexible bark. The trees speak a language that is their own and to hear it is to surely lose one&#039;s mind. All who hear the trees speaking will feel suffer from it as blood pours from their ears. The trees lash out with their branches and should the victom be caught the trees nine limbs will easily rip a held person to shreds. Strangly enough they are also immune to fire, somehting that would otherwise have been their main weakness.&lt;br /&gt;
*&#039;&#039;&#039;Sade:&#039;&#039;&#039; (also known as &#039;&#039;Screaming Devils of Sorrow&#039;&#039;, &#039;&#039;Sobbing Lords of Tribulation&#039;&#039;, or &#039;&#039;Jeering Lords of Languishing&#039;&#039;) The Sades are Tristaris&#039;s greater demons. They look like gaunt red skinned men with long black beards, tiny horns from their foreheads and pointed chins. The Sades dress like nobles and their eyes are white and constantly streaming with bloody tears. Each of them carries a large, gleaming sickle. They also each carry a Lash of Lament and have long claws which they can use in close quarters. The Sades must consume twice their weight in living hearts each day that they exist in the material world if they are summoned.&lt;br /&gt;
&lt;br /&gt;
====Urlfdaemonkin====&lt;br /&gt;
Urlf isn&#039;t a name. It&#039;s the last fucking death cry a guy makes when you gut him. That should tell you all you need to know. Anyway, this guy used to be a Norscan (like most of the daemon princes on this list) and was elevated to princehood by Khorne for exceptional badassery. Before his ascension, he was a massive, tall, bearded, Clint Eastwood-type Chaos Champion and was a chieftain of the Snaegr clan of Aeslingr. He&#039;s so fucking powerful that he was able to create his own lesser daemons and can bless warriors with the Mark and mutations of Khorne. Urlf has his own summoning days like most powerful daemon princes, and is usually worshiped as a lesser deity of Chaos by those who serve his master, Khorne. He has a short story in the 6th edition Chaos army book, where he muses on the fuck-you nature of time in the Warp and remarks on how the new Chieftain of the Snaegr resembles one of the sons he fathered in his mortal life. He also blesses the new chief with Khorne&#039;s mark and turns him into a monstrous cross [[Awesome|between a Bloodletter and a Chaos Champion]].&lt;br /&gt;
&lt;br /&gt;
====Vymnn====&lt;br /&gt;
A Minor Chaos god who was only known as the master of the Daemon Prince Hakrii, who Atagro slayed (Hakrii, not Vymnn) in his quest for Daemon Princehood himself.&lt;br /&gt;
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====Zhedun====&lt;br /&gt;
A Chaos God of gnawing, eternal hunger, who represents how Chaos would destroy itself if it ever won in the end, being dependent on sapient mortal thought for sustenance.&lt;br /&gt;
&lt;br /&gt;
Daemons of Zhedun are known as Devouring Fiends (a.k.a. Mawed Ones, or Devourers) creatures ruled entirely by their own voracious appetite. They stands well over six feet tall, stooped, with atrophied arms but strong legs, and their heads are comprised mostly of a giant gaping jaw filled with massive teeth. Often they will stop at fallen foes, devouring their bodies in their Chaos-spawned hunger.&lt;br /&gt;
&lt;br /&gt;
====Zuvassin====&lt;br /&gt;
Zuvassin is one of the two minor gods invented as a replacement for Malal. He just likes to see shit fall apart, specifically nonphysical stuff like schemes and lives - in other words, he&#039;s the god of [[not as planned]]. He&#039;s the guy who makes all the bad shit happen in infomercials. Generally, he makes sure that Murphy&#039;s Law is always enforced in the most spectacular possible ways. He doesn&#039;t have many worshippers, as he makes sure to fuck up whatever they&#039;re planning too.&lt;br /&gt;
&lt;br /&gt;
Note that Zuvassin was only introduced in an adventure for [[Warhammer Fantasy Roleplay]] 1st Edition, so his current canonicity is doubtful, to say the least.&lt;br /&gt;
&lt;br /&gt;
Actually, he is still canon, at least in Warhammer Fantasy. The 2nd Edition &amp;quot;Tome of Salvation&amp;quot; lists both him and Necoho as Chaos Gods.&lt;br /&gt;
&lt;br /&gt;
And the motherfucker is STILL canon in Age of Sigmar, where a short story features a Chaos Champion named &amp;quot;Zuvass&amp;quot;. Hmm.. I wonder who he might be worshipping.&lt;br /&gt;
&lt;br /&gt;
Makes an appearance in [[Total War: WARHAMMER|Total War: WARHAMMER III]], where [[God-Slayer|Daniel]] can get an event where you can communicate with him and get his blessing, as he considers you important in disrupting the balance of Chaos.&lt;br /&gt;
&lt;br /&gt;
====Ziraad, Thain, Blazzach and Javate====&lt;br /&gt;
4 Minor Chaos Gods known among the people of Araby, mentioned in Atagro&#039;s backstory as the gods worshipped by 4/6 members of his BATTLE-HAREM, the last 2 being a one of Tzeentch and one of Slaanesh.&lt;br /&gt;
&lt;br /&gt;
===Warhammer 40,000===&lt;br /&gt;
====Balphomael====&lt;br /&gt;
[[File:Balphomael.png|200px|right]]&lt;br /&gt;
A minor Chaos God skirting on the edge of independent Greater Daemon, ruler of the Daemon World of Woe. Has a Christian Devil, &amp;quot;Let&#039;s Make a Deal&amp;quot; sort of vibe about him, complete with looking like classical illustrations of Demons and his name being a portmanteau of Baal, Baphomet and Samael. The art above is from a Dark Heresy book.&lt;br /&gt;
&lt;br /&gt;
====King in Rags and Tatters====&lt;br /&gt;
Quite possibly a Chaos God version of Hastur from the Cthulhu Mythos, may or may not be a guise of Tzeentch. Leader of the &amp;quot;Menagerie&amp;quot; a Chaos Cult that seeks to unravel reality itself. Has unique demonic minions in the form of Warp Spectres, roiling, constantly changing masses of hideous-energy-being Daemons (like a Chaos Spawn made of gas and energy instead of fluid flesh?).&lt;br /&gt;
&lt;br /&gt;
====Lord of Misrule====&lt;br /&gt;
Another minor Chaos God skirting on the edge of being an independent Greater Daemon from Dark Heresy. Also seeks to undo the veil between reality and the Warp.&lt;br /&gt;
&lt;br /&gt;
====Melkirth====&lt;br /&gt;
Mentioned in older background material for Warhammer 40,000. Melkirth was a minor chaos god described as &amp;quot;The god of evil, malice, and wanton cruelty and suffering.&amp;quot; While Melkirth remains a minor god, it is said that the actions of the mortal races, particularly the Dark Eldar, are causing Melkirth to grow in power until he ultimately becomes the fifth major Chaos God. The daemons of Melkirth are described as being the colour of shadow and able to take on the appearance of any daemon, be it a daemon of Khorne, Nurgle, Slaanesh, or Tzeentch. These shadow daemons could be inspiration for the shadow daemons Morathi encounters in Ulgu in Age of Sigmar, as they are also having to do with Dark Aelfs.&lt;br /&gt;
&lt;br /&gt;
====Mo&#039;rcck, Phraz-Etar, and Ans&#039;l====&lt;br /&gt;
Puns on the last names of sci-fi and fantasy author Michael Moorcock (from whom the idea of [[Chaos]] as a fundamental force in the world was blatantly stolen/took inspiration from, and don&#039;t anyone ever say &amp;quot;borrow for a while&amp;quot; since even the author and Games Workshop have admitted it), artist Frank Frazetta (who drew a lot of movie and comic book posters, especially in sci-fi and fantasy), and Citadel Miniatures founder Bryan Ansell (who wrote several of the [[Rogue Trader (Sourcebook)|First Edition]] rulebooks). These guys helped set the tone of the early [[Warhammer 40,000]] universe (purposefully or not), including the propensity of putting spikes on [[Chaos]] things. Games Workshop decided to pay homage in the (initial) Third Edition [[Codex]]: [[Chaos Space Marines]], which mentioned that Chaos Space Marines often put &amp;quot;spiky bits&amp;quot; on their armour in praise of these three gods. They were never mentioned anywhere else, and probably shouldn&#039;t be considered &amp;quot;canonical&amp;quot;... not that canonicity counts for much in 40k anyway.&lt;br /&gt;
&lt;br /&gt;
====Raptor God====&lt;br /&gt;
The minor god worshipped by the [[Chaos Raptor]]s, responsible for turning them from standard [[Assault Squad|Assault Marines]] to the mercenaries they currently are, and maybe also the one that turns them into [[Warp Talons]].&lt;br /&gt;
&lt;br /&gt;
====Ysarille the Daemon-King====&lt;br /&gt;
According to an Eisenhorn book, Ysarille was a Daemon Prince of Tzeentch from a time before the Eldar first went to space, before Slaanesh was born, and who gained enough power that he became capable of creating his own Daemons, basically making him a lesser Chaos God. He went to battle with his former master, and after a billion-year battle, Tzeentch finally killed Ysarille. His surviving Daemons took his body and fled, setting up a Tomb world for him on the planet Ghúl, and their own Daemon Empire of 600 worlds surrounding planet Ghúl, in exile from the Warp. Cherubael, Gregor Eisenhorn&#039;s minion who takes the form of a Daemonhost by possessing the corpse of Gregor&#039;s former colleague Godwyn Fischig, was one of Ysarille&#039;s servants.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
&lt;br /&gt;
All Warhammer Fantasy Gods, presumably. Zuvassin and Necoho are explicitly active.&lt;br /&gt;
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====Archaon====&lt;br /&gt;
{{main|Archaon}}&lt;br /&gt;
Upon completing a new set of challenges by the Chaos Gods in AoS, he was empowered to demigod level and given free reign to do whatever he desired.&lt;br /&gt;
&lt;br /&gt;
====Devourer of Existence====&lt;br /&gt;
A primitive aspect of Chaos as an apex predator, that wishes to devour all else and despises any sign of civilization, worshipped by the Untamed Beasts. Maybe a modern take on Zhedun?&lt;br /&gt;
&lt;br /&gt;
====Eightfold Watcher====&lt;br /&gt;
Some sort of Chaos-Spider-Godbeast worshipped by the Tarantulos Brood. From Warcry Red Harvest.&lt;br /&gt;
&lt;br /&gt;
====Ever-Raging Flame====&lt;br /&gt;
A massive fire of Chaos, said to be the Chaos personification of Aqshy itself, worshipped by the Scions of the Flame in the Realm of Fire.&lt;br /&gt;
&lt;br /&gt;
====The Great Gatherer====&lt;br /&gt;
A (presumably) giant crow worshipped by tribesmen from Ulgu in the [[Age of Sigmar]]. Not much is known about him, since [[Warcry|the only game his followers appear in]] isn&#039;t out yet, but we do know that the [[Corvus Corax|Corvus]] Cabal (the aforementioned tribesmen) consider [[Archaon]] to be his avatar in the Mortal Realms. Theories range from it being an aspect of [[Tzeentch]] (notable avian features, Tzeentch is known to be interested in the Realm of Shadow, maybe gathering secrets?) or [[Nurgle]] (the Crow was Nurgle&#039;s totem animal among the Norscans, maybe gathering bodies?) to being a minor, but ascending, Chaos God not so far removed from the Great Horned Rat&#039;s path to the pantheon. He even has the weird connection to both Nurgle and Tzeentch the GHR does. It has been confirmed that the Warbands from Warcry will be usable in the main game, possibly as normal units, and will have the keyword SLAVES TO DARKNESS, which means he&#039;ll have some representation in a mainline game. Not too bad for the newest kid on the block.&lt;br /&gt;
&lt;br /&gt;
====Morghur====&lt;br /&gt;
{{main|Morghur The Shadowgave}}&lt;br /&gt;
Originally one of the most notable Beastmen, he&#039;s worshipped as a minor Chaos God of mutation and devolution in Age of Sigmar. Wait what the fuck is this??&lt;br /&gt;
&lt;br /&gt;
====Nagendra====&lt;br /&gt;
Originally a Godbeast, was splintered and the remains corrupted into Daemons called Coiling Ones, worshipped by the Splintered Fang.&lt;br /&gt;
&lt;br /&gt;
===Blood Bowl===&lt;br /&gt;
====Nuffle====&lt;br /&gt;
{{Main|Nuffle}}&lt;br /&gt;
A joke Chaos God for [[Bloodbowl]], Nuffle is a mispronunciation of NFL (as in &amp;quot;National Football League&amp;quot;, the American gridiron football pro league in real life), which would be pronounced &amp;quot;Noofle&amp;quot; as in &amp;quot;book&amp;quot; if you tried pronouncing it. Nuffle explains why the Blood Bowl universe is so wacky and gridiron football obsessed. Technically the superior to the rest of Chaos, although apparently only in the Blood Bowl universe.&lt;br /&gt;
&lt;br /&gt;
===When Tzeentch was the best===&lt;br /&gt;
According to recent Tzeentch Codex/Battletome Tzeentch was at one point the sole major chaos god. A rebellion against him fractured him into many pieces, which because of warp time fuckery, technically counts as a different god. When chaos was first forming (just after War in Heaven for 40k) there were many chaos gods and entities competing (rather than the total domination that exists now). Tzeentch somehow became number one, and was a super god of sorts, although he was possibly less powerful than the current Tzeentch due to the lesser size and influence of chaos. A rebellion by all the other chaos gods fractured him, creating the Tzeentch we know today. In the same way that Slaanesh has always existed in 40k, the new Tzeentch has always existed the way he is. While the old Tzeentch is permanently destroyed (across all time), while still doing the things he did, what really matters is the influence in the material realm: Tzeentch&#039;s new self and Slaanesh started doing that when they were created relative to the materium, while the Warp is such a mess that a contradiction like old Tzeentch being completely destroyed while still having done the things he did is basically nothing. They are implied to be two seperate entites.&lt;br /&gt;
&lt;br /&gt;
This is a variant of the backstory of The Blue Scribes.&lt;br /&gt;
&lt;br /&gt;
{{ChaosGods}}&lt;br /&gt;
 &lt;br /&gt;
[[Category:Heresy]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ngaaranh&amp;diff=357028</id>
		<title>Ngaaranh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ngaaranh&amp;diff=357028"/>
		<updated>2022-09-01T02:02:41Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
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&lt;div&gt;[[Image:Ngaaranh.jpg]]&lt;br /&gt;
Ngaaranh was a Chaos Spawn who was still somewhat recognizable as having originally been a Harpy, one who had been lured away from her service to the Druchii by the call of a Chaos Godling by the name of Kka. Kka heaped mutation gifts upon Ngaaranh for her dedication, leading to her devolving into the oddly sexy 3-Headed eyestalked bird you see today.&lt;br /&gt;
&lt;br /&gt;
[[Category: Beastmen]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ngaaranh&amp;diff=357027</id>
		<title>Ngaaranh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ngaaranh&amp;diff=357027"/>
		<updated>2022-09-01T02:01:13Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;Ngaaranh was a Chaos Spawn who was still somewhat recognizable as having originally been a Harpy, one who had been lured away from her service to the Druchii by the call of a...&amp;quot;&lt;/p&gt;
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&lt;div&gt;Ngaaranh was a Chaos Spawn who was still somewhat recognizable as having originally been a Harpy, one who had been lured away from her service to the Druchii by the call of a minor Chaos Godling by the name of Kka. Kka heaped mutation gifts upon Ngaaranh for her dedication, leading to her devolving into the oddly sexy 3-Headed eyestalked bird you see today.&lt;br /&gt;
&lt;br /&gt;
[[Category: Beastmen]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leaping_Slomm_Two-Face&amp;diff=303074</id>
		<title>Leaping Slomm Two-Face</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leaping_Slomm_Two-Face&amp;diff=303074"/>
		<updated>2022-09-01T01:52:23Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
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&lt;div&gt;[[Image: LeapingSlommTwoFace.png]]&lt;br /&gt;
Leaping Slomm Two-Face was a unique Chaos Troll character in Warhammer Fantasy, noted for his unique appearance from multiple mutations. Slomm had two heads, both of which had faces reminiscent of a Walrus, and his legs were also mutated, resembling those of a kangaroo or hare, enabling the Chaos Troll to make huge leaps, thus his moniker is quite literal. It&#039;s also stated that Slomm is, due to his highly mutated for even a Chaos Troll status, mixed with his lack of willpower due to being a dumb Troll, highly at risk of devolving into a Chaos Spawn.&lt;br /&gt;
[[Image:SlommMini.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leaping_Slomm_Two-Face&amp;diff=303073</id>
		<title>Leaping Slomm Two-Face</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leaping_Slomm_Two-Face&amp;diff=303073"/>
		<updated>2022-09-01T01:51:39Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
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&lt;div&gt;[[Image: LeapingSlommTwoFace.png]]&lt;br /&gt;
Leaping Slomm Two-Face was a unique Chaos Troll character in Warhammer Fantasy, noted for his unique appearance from multiple mutations. Slomm had two heads, both of which had faces reminiscent of a Walrus, and his legs were also mutated, resembling those of a kangaroo or hare, enabling the Chaos Troll to make huge leaps, thus his moniker is quite literal. It&#039;s also stated that Slomm is, due to his highly mutated for even a Chaos Troll status, mixed with his lack of willpower due to being a dumb Troll, highly at risk of devolving into a Chaos Spawn.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leaping_Slomm_Two-Face&amp;diff=303072</id>
		<title>Leaping Slomm Two-Face</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leaping_Slomm_Two-Face&amp;diff=303072"/>
		<updated>2022-09-01T01:51:20Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image: LeapingSlommTwo-Face.png]]&lt;br /&gt;
Leaping Slomm Two-Face was a unique Chaos Troll character in Warhammer Fantasy, noted for his unique appearance from multiple mutations. Slomm had two heads, both of which had faces reminiscent of a Walrus, and his legs were also mutated, resembling those of a kangaroo or hare, enabling the Chaos Troll to make huge leaps, thus his moniker is quite literal. It&#039;s also stated that Slomm is, due to his highly mutated for even a Chaos Troll status, mixed with his lack of willpower due to being a dumb Troll, highly at risk of devolving into a Chaos Spawn.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leaping_Slomm_Two-Face&amp;diff=303071</id>
		<title>Leaping Slomm Two-Face</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leaping_Slomm_Two-Face&amp;diff=303071"/>
		<updated>2022-09-01T01:46:32Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Added in old-school character&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leaping Slomm Two-Face was a unique Chaos Troll character in Warhammer Fantasy, noted for his unique appearance from multiple mutations. Slomm had two heads, both of which had faces reminiscent of a Walrus, and his legs were also mutated, resembling those of a kangaroo or hare, enabling the Chaos Troll to make huge leaps, thus his moniker is quite literal. It&#039;s also stated that Slomm is, due to his highly mutated for even a Chaos Troll status, mixed with his lack of willpower due to being a dumb Troll, highly at risk of devolving into a Chaos Spawn.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kroot&amp;diff=296370</id>
		<title>Kroot</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kroot&amp;diff=296370"/>
		<updated>2022-08-31T22:51:09Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Gallery */&lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
[[Image:Kroot.png|thumbnail|right|300px|In Tau Empire, chicken eats YOU!]]&lt;br /&gt;
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{{topquote|They are fierce indeed these Kroot, and savage. I look upon them and tremble at their ferocity. I can only hope that when the enemy sees them they tremble as I do.|Por&#039;vre Tau Cho, Water caste envoy}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kroot&#039;&#039;&#039; (&#039;&#039;Krootis &amp;lt;s&amp;gt;spencer here&amp;lt;/s&amp;gt; aviana&#039;&#039;) are a vassal species to the [[Tau|Tau Empire]]. Rather bitey. Basically carnivorous space chickens who look like a cross between the dreadlocked aliens from &#039;&#039;Predator&#039;&#039; and ancient [[Terra|Terran]] terror birds, with a bit of D&amp;amp;D&#039;s [[Aarakocra]] thrown in. They steal genetic traits of things they eat, and work for people who aren&#039;t the Tau. Which means they are cool.&lt;br /&gt;
&lt;br /&gt;
However, the Kroot see little support from [[Games Workshop]] and players in general, likely due to the fact that their odd stats, high frailty despite being billed as a melee force, and lack of wargear in the Tau list make them less than effective, and their [[Warhammer_40,000/Chapter_Approved/Kroot_Mercenaries|mercenary codex]] is from an old [[Chapter Approved]] (and thus no longer legal). &lt;br /&gt;
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For those interested, there&#039;s [[Codex - Kroots: /tg/&#039;s 9th Edition]]. Most people will let you use it in a friendly game.&lt;br /&gt;
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As of the most recent [[Dark Eldar]] codex, the [[Haemonculus]] Covens has taken a liking to the way Kroot gastronomy reacts to evolution and had conducted a gigantic raid which, to put it lightly, utterly destroyed Pech a new one. The Dark Eldar pretty much [[Looted]] a new one, stealing dozens of shapers and whole raiders full of Kroot corpses for their experiments. Suffice it to say, Pech was saved by a counterattack by the Tau and viscious reprisals from the native Kroot, but by then it was too little too late, the invading forces having gotten what they needed withdrew as quickly as they arrived. The Kroot&#039;s homeworld recieved one of its worst invasions to date and the rescuing Tau party was greeted with a grisly scene of mutilated Kroot corpses laid out in Eldar Lexicon which translates to, &amp;quot;[[Rape|Welcome to the feast.]]&amp;quot; The Tau in all their naive weeaboo hats, promptly shat themselves a brown stinky brick whilst the captured Kroots were promptly turned into KFC.&lt;br /&gt;
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It is uncertain, and probably unlikely, that we will ever get a kroot codex thanks to the Imperium centric focus of the setting. Thanks Geedubs. However, we &#039;&#039;did&#039;&#039; get Kill Team rules for a Kroot Mercenary faction in the January 2019 White Dwarf. Strictly fun and noncompetitive, but it&#039;s &#039;&#039;something&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
GOOD NEWS! With all the new options with Ninth edition, it is now possible to run a &amp;lt;strike&amp;gt;mostly&amp;lt;/strike&amp;gt; Kroot Army! EDIT: [https://www.warhammer-community.com/2022/01/26/field-an-entire-army-of-upgraded-kroot-with-codex-tau-empire/ | Now you can run an &amp;lt;i&amp;gt;entirely&amp;lt;/i&amp;gt; Kroot army!]&lt;br /&gt;
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GOOD NEWS! With the new boxset of Kill Team: Into The Dark, The Kroot have their own specialist Kill Team. &lt;br /&gt;
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==Physiology==&lt;br /&gt;
[[File:OW EOI Kroot Shaper.png|thumbnail|right|300px|&#039;&#039;By instinctively isolating and analysing the DNA contained with the flesh of potential food sources, these exceptional Kroot, known as Shapers, can determine whether the prey’s characteristics are favourable or detrimental to the genetic advancement of their Kindred, and can thereby guide the development of the other Kroot. They are the wardens and caretakers of their Kindred’s genetic inheritance, and they guard it against regression, corruption, and unwanted mutation.&#039;&#039;]]&lt;br /&gt;
[[Xenology]] suggests that the reason Kroot are humanoid, able to walk and think, and able to build weapons and spacecraft is because at one time in their history, an [[Ork]] ship crashed on Pech (the Kroot&#039;s home planet). The Kroot promptly started eating the dazed survivors of this crash (how they managed to not end up with a full-blown Ork infestation remains anyone&#039;s guess. Maybe the kroot lick their plates when they are done eating, leading to no spores left behind, anyone&#039;s guess.) and subsequently managed to gain some of the Orks&#039; innate understanding for technology, as well as a measure of their resilience. Oh, and the basic humanoid body layout on top of that. Two arms, bipedal gait, the whole shebang. Evidence for this are pieces of wreckage marked with Ork glyphs scattered all over Pech that the Kroot regard as sacred objects, as well as the presence of hybrid fungal matter in parts of their body. It could thus be argued that the Kroot are an entire race of &amp;quot;Half-Orks&amp;quot;, or at least Hybridized with the Orkoid Fungus genetic genome to a degree. Also, &amp;quot;Kroot&amp;quot; spelled backwards is &amp;quot;To ork.&amp;quot;  It is unknown if this is intentional. The &amp;quot;Mother&amp;quot; of the Kroot race in their Legend is called &#039;&#039;&#039;Vawk the Huntress&#039;&#039;&#039;, and her rival, &#039;&#039;&#039;Gmork&#039;&#039;&#039;, whose description matches Gorkamorka/Gork and Mork, along with the name sounding like Gork and Mork smashed together. When Vawk took bites out of Gmork, his blood poisoned and killed her, but as she dies, she vomited forth the Ancestral &#039;&#039;&#039;Kroothawks&#039;&#039;&#039; out upon Planet &#039;&#039;&#039;Pech&#039;&#039;&#039;. Also, Kroot starts like Krork, the original Orkoids who devolved into modern Orkoids.&lt;br /&gt;
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For some reason, the fluff likes to point out how revolting the Kroot are for their carnivorous practices, even though, when you really stop and think about it, the Kroot are one of the more morally upright races around.  They&#039;re explicitly not xenophobic racists, they &#039;&#039;have to&#039;&#039; eat dead sapients to stay intelligent (unlike, say, [[Space Marines]] and [[Tyranids]] who also eat people&#039;s brains to gain knowledge, or the fucking [[Dark Eldar]], who do it purely for lulz), and they&#039;re not notably more cruel than anyone else but the Tau, who seem to be the only people in the universe who more or less tolerate them.  Although this may have to do with point of view, most of the time it&#039;s the Tau or [[Imperial Guard]] who would find the eating of the dead, friend or foe, gross. Tyranids are viewed as mindless animals, so eating things isn&#039;t as &amp;quot;wrong&amp;quot; for them, and most people forgot Space Marines can gain knowledge by eating brains [[Blood_Angels#Red_Thirst|(occasionally chasing it with fresh squeezed blood)]]. Most who do spend their time around Kroot generally seem to like them, though. The &amp;quot;revolting&amp;quot; part may be more of a knee-jerk reaction from people not used to seeing bird people eating dudes.&lt;br /&gt;
&lt;br /&gt;
You may have noticed that this article talks a lot about eating. According to Chapter Approved in [[White Dwarf]], the Kroot physiology basically revolves around their mouth. They have multiple stomachs, no excretory organs (what they can&#039;t digest, they puke up), and females even breed by transforming a stomach into a womb and then vomiting up the baby/babies when it&#039;s/they&#039;re full grown. Take a wild guess how they conceive.&lt;br /&gt;
&lt;br /&gt;
...The answer is back rubs. Male Kroot have specialized pores that secrete a gene-bearing bio-fluid (what experts refer to as &amp;quot;alien bird-jizz&amp;quot;) on their palms, whilst female Kroot have &amp;quot;receptor pores&amp;quot; for this fluid on the smalls of their back. So when two Kroot make babies, the male has to give the female a back rub. Yeah, we thought it would be [[Heterosexual Sex in the Missionary Position|kinkier]], too. The main question though is why would they need sexual reproduction in the first place, since it&#039;s goal is intermixing genomes to spread useful genes, and they already have controlled horizontal gene transfer on par with fucking Tyranids, which is orders of magnitude more efficient. Guess, noone in GeeDubs attended Genetics 101.&lt;br /&gt;
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Fun Fact: they are the only nonhuman species that can have [[Blank]]s, likely because they ate one at some point.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&lt;br /&gt;
Kroot also moonlight as [[Codex - Kroots: /tg/&#039;s 9th Edition|mercenaries]] for races other than the Tau, though about the only sapient beings whose flesh they won&#039;t eat are the Tau, since the Tau saved them from extinction.  Mercenary bands eat lots of different stuff, and so [[Kroot_Kindreds|can have various genetic traits]]. Thus, Kroot can use [[Eldar|Weeaboo Fightan Magiks]], be [[Orks|cunnin&#039; but fighty]], or have [[Space Marines|balls of steel]], depending on who they&#039;ve eaten, but not as well as the originals. Eating [[Chaos]]-types causes Bad Things™ to happen. They also refuse to eat the &#039;Nids, because the Shapers, the Kroot leaders, fear becoming slaves to the [[Hive Mind]] (though realistically there&#039;d eventually come along one or two Kroot dumb enough to do it anyway). They also can&#039;t eat anyone infected by the [[Necron]]s&#039; Nanites because Nanites will turn Kroot into another Necron/[[C&#039;Tan]] zombie slave. They also get paid in weapons, allowing them to use Imperial and Tau special weapons together, and nearly their entire army can infiltrate, &amp;lt;strike&amp;gt;and get 1st turn assault if they&#039;re lucky&amp;lt;/strike&amp;gt; (NOPE, 6th edition ended that shit). Kroot don&#039;t use tanks or much in the way of tech (aside from [[Kroot Rifle|long rifle-like guns with blades on both ends]]), instead using native animals derived from the Kroot genus. They have attack dogs, gorillas with elephant guns, riding beasts like allosaurs, and really big riding beasts like T. rexes. Think the Gungans from &#039;&#039;The Phantom Menace&#039;&#039;, only &amp;lt;s&amp;gt;not totally lame&amp;lt;/s&amp;gt; [[Awesome]]. There is no contention that Kroot are exponentially cooler than Gungans. &amp;lt;span style=&#039;color:red;font-size:115%&#039;&amp;gt; More meat? Good! BWWAAAK! &amp;lt;span style=&#039;color:yellow;font-size:115%&#039;&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
They also have a rather dark sense of humor; for example, offering human meat to human diplomats because [[Troll|they think seeing their reactions are funny.]] This is also shown in the second Last Chancers book &amp;quot;Kill Team&amp;quot;, where Kage is forced to eat a human brain (while he goes into horrific detail about the taste and texture). After this, the Kroot reveals that this was a secret test of character, but also that it was good for shits and giggles.  In general, the Kroot sense of humor revolves around making other people profoundly uncomfortable.  For example, a Kroot might walk into the same elevator as a Water Caste diplomat, turn up her pungent pheromones to full blast, and silently laugh her bird-woman ass off as the increasingly-uncomfortable fellow passenger tries to ignore it with less and less success.&lt;br /&gt;
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Kroot also have shamans (psykers).  They pilot warp ships called [[Warspheres]]; &#039;&#039;very&#039;&#039; large, spherical vessels of dubious quality but nonetheless capable of warp travel. Warspheres also double as mobile communities for the Kroot when they are away from Pech.&lt;br /&gt;
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In the short story &amp;quot;Warsphere&amp;quot;, which all of ten people have read, where Dahyak Grekh of Blackstone Fortress fame tricks a dark eldar Archon into giving up the location of said Blackstone Fortress, we gain a little bit of insight into the technology and culture of the Kroot on their eponymous space-cities. On a spiritual level, the Kroot believe in a warrior-spirit named Vawk the Huntress, who assumedly blessed the Warsphere of the story, and that vast chambers and halls of their ships are carved with the histories of the Kindred who made them. We also learn that the Kroot are incredibly proud of their heritage, and even think its funny that someone would try to repair a warsphere, thinking that no one but the Kroot could understand its technology. Oh, and that the Kroot can learn the memories of the things they eat, such as the location of a Blackstone Fortress. On a technological level, they are riddled with traps that are impossible to disarm without the aid of a Kroot, as their user manuals consist of memory-imbued scraps of flesh and totemic symbols. Oh, also, Warspheres have mechanical birds that defend the insides.&lt;br /&gt;
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The book Liber Xenologicus gives more details on the Kroot religion. In their origin myth, Vawk the Huntress flew across the primordial chaos of the Nothingsea until she encountered the rival god Gmork. This battle was so intense that it created the stars and planets of the galaxy. Vawk gained Gmork&#039;s strength by drinking his blood and so was able to defeat him, but it was a short lived victory as his blood was poisonous. Her last act before perishing was to descend to the planet Pech, where her feathers became the forest and bones became the mountains, and vomit a great flock of eagles into the sky. This is likely a crude genetic memory of the Kroot&#039;s original evolution into sapience by eating Orks.&lt;br /&gt;
&lt;br /&gt;
==Known Kroot Forms==&lt;br /&gt;
As mentioned above, the downside of Kroot consumptive evolution is that it&#039;s really easy for them to get &amp;quot;stuck&amp;quot; on the wrong path and devolve permanently into an atavistic form. As a consequence, every animal-filled ecological niche on Pech is now filled by some form of degenerated kroot. But, so far, only a select handful of Kroot offshoots have been explicitly called out...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kroot Hound]]s&#039;&#039;&#039; are one of the most iconic of these strains, having been around since the Kroot were released. These Kroot degenerated into small, sleek, pack-hunting quadrupeds, easily tamed by their still-sapient cousins.&lt;br /&gt;
* &#039;&#039;&#039;[[Krootox]]es&#039;&#039;&#039; are the second-most iconic Kroot strains; degenerated into hulking, ape-like herbivores, they&#039;re mostly used as beasts of burden and as mobile mounts for heavy artillery.&lt;br /&gt;
*&#039;&#039;&#039;[[Lesser Knarloc]]s&#039;&#039;&#039; are sort of a step-up from the Kroot Hounds, being analogous to either a pack-hunting terror-bird or a more avian pack of velociraptors. Kroot like to ride them as cavalry.&lt;br /&gt;
*&#039;&#039;&#039;[[Great Knarloc]]s&#039;&#039;&#039; are much, &#039;&#039;much&#039;&#039; bigger, solo-hunter variants of the standard Knarlocs. If a lesser Knarloc is a Velociraptor, the great one is a beaky T-Rex.&lt;br /&gt;
*&#039;&#039;&#039;Krootors&#039;&#039;&#039; are swamp-dwelling, amphibious predators, essentially a Krootified alligator. Their only known appearance in the canon so far is in [[Black Crusade (RPG)|The Screaming Vortex]], on the planet Asphodel.&lt;br /&gt;
*&#039;&#039;&#039;Kroothawks&#039;&#039;&#039; are either another offshoot of the kroot species, like the hounds, or the ancestral grandaddy of the whole shebang, as supposedly when their creator-goddess Vawk was dying she vomited a crap ton of them into Pech&#039;s sky. Whichever is the case, the kroot venerate the hawks and use their likeness in their totems and rituals. Unfortunately, we&#039;ve never seen a kroothawk model or image, so how big they are or what they exactly look like is up to debate, but they&#039;re basically pterodactyls.&lt;br /&gt;
**&#039;&#039;&#039;Pech&#039;ra&#039;&#039;&#039; is likely some offshoot of the Kroothawk that was introduced in a 2022 Kill Team box. While (probably) nowhere nearly as dangerous, these birds are just as good at tracking targets, enabling their Kroot handlers to spot targets from far away.&lt;br /&gt;
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==TL;DR==&lt;br /&gt;
&lt;br /&gt;
Kroot: Shoot like Tau with bolters. Move and hit like Eldar. Die like Guardsmen. (And have an amour save that will save them from [[lasgun|lasguns]] and nothing else—16% of the time) As of 8th, Kroot lost infiltrate for a Scout move, and hit like Space Marines in close combat. As of 9th, Kroot have a slight buff (but still awful) to their save in cover but their strength, attacks, and armor penetration was buffed, with the Shaper even being given the option to throw a once in a battle grenade belt.&lt;br /&gt;
&lt;br /&gt;
==Building  list==&lt;br /&gt;
Do you like to win more than you like to have fun? No? Good, you might enjoy a full Kroot list in the 9th ed. version of the Kroot Mercenaries / T&#039;au Empire. With the welcome promotion of the shaper to an HQ unit, coupled with their own relics and warlord traits, you&#039;re free to run wild and eat your enemies to your heart&#039;s content. &lt;br /&gt;
*A small note, however, is that including but a single ethereal, despite being counter to a pure kroot army, goes a long way in the effectiveness of your kindred. With a single floating hippy, you gain access to a &amp;lt;Sept&amp;gt; for the detachment, which should always be Dal&#039;yth, so then your Kroot (and your vespids if you&#039;re feeling saucy) can benefit from Tactical Philosophies. On top of that, Ethereals can chant a prayer explicitly for upgrading Auxiliaries. It might be worth kitbashing an ethereal to look like a kroot shaman, but all-in-all, it should be a serious consideration, unless you&#039;re a die-hard fan of Predator and Halo&#039;s jackals. &lt;br /&gt;
*Secondly, unless you&#039;re willing to dip into Legends or used Unaligned units, your army won&#039;t end up being very diverse. While its very possible to get over 1k of mainline bords, your liable to field up to 80-100 models in carnivores alone, which is just. . . a lot to manage. But! If your gaming group is chill with it (and they should be because fighting an army of pure kroot seems like a once-in-a-lifetime opportunity), the inclusion of the Legends units really helps make the list more well-rounded. &lt;br /&gt;
**Unfortunately, with the transition into 9th, Dahyak Grekh got the axe as a unit, but not before leaving a lasting impression. His model can be used to represent a shaper with an alternative set of wargear, giving them them a pistol and grenade belt in exchange for their ritual blade. The kroot may have lost their Sly Marbo, but he shall never be forgotten. &lt;br /&gt;
&lt;br /&gt;
In terms of list-building, the kroot benefit from the fact that no units are competing for slots. Shapers are your only options for HQs (unless you&#039;re taking an ethereal, but we&#039;ll circle back to that), carnivores are your only troops, so on and so forth. This is because of the &#039;&#039;&#039;Kroot Pack&#039;&#039;&#039; rule that carnivores have, which means that for every squad of them you take, up to one unit each of shapers/krootoxen/hounds can be taken without filling a slot. Meaning that hounds and knarloc riders will never compete for fast attack slots (because you should just run the hounds as NOFOS), and if you&#039;re feeling adventurous, you can spam three ethereals for your obligatory HQ slots, and still take up to three shapers (for the same reason). Round out the list with some Great Knarlocs in your heavy support, and you have something that actually resembles an army. &lt;br /&gt;
&lt;br /&gt;
Gameplay wise, the Kroot benefit from being fast and having ok melee. Shapers, carnivores, and hounds all get a pre-game move before the game begins, while both types of knarlocs can auto-advance 6&amp;quot;, and hounds can re-roll advances and charges. Coupled with one of your warlord traits, you can even still keep up all the shooting while they&#039;re all advancing up the board. At the same time, while they are realistically a horde army, the sheer volume of their melee should be enough to surpass some of the low-tier armies on the assault, but naturally you&#039;ll crumple against every army that&#039;s better at melee, as Kroot universally have shitty armor saves and no invulns, with your only durability boost coming from a stratagem. &lt;br /&gt;
*Ironically, however, a somewhat competent gunline can be made from massed krootoxes, your best shooting unit, an attending shaper for re-roll 1s to hit, and at least one baggage harness Great Knarloc for exploding 6s to hit. With a potential 18 auto-cannon shots (plus more if you&#039;re adding Great Knarlocs with their own guns to the mix) you&#039;ve got some pretty scary fire coming down wind.&lt;br /&gt;
&lt;br /&gt;
You&#039;re not likely to win anything with this army, but you are basically free to goof around. You aren&#039;t strong or competitive in any way, but part of this hobby is fun, so shut up and have fun.  [[Kroot Conga Line|And on the occasion you do win, the loser will seethe even more.]]&lt;br /&gt;
&lt;br /&gt;
== Modelling ==&lt;br /&gt;
A slight issue with the Kroot range is that it&#039;s incredibly small and unsupported. In that, GW has only ever made a handful of kits for them, the majority being metal or resin. The only plastic Kroot kit is the carnivores, while knarlocs and great knarlocs, their most badass kits, haven&#039;t been supported in years.&lt;br /&gt;
&lt;br /&gt;
However, there&#039;s a light at the end of the tunnel, my fellow bird-lovers! If you don&#039;t mind 3rd party, there&#039;s a seller on Etsy that makes off-brand Kroot models that are honestly pretty fucking fire. He&#039;s made remodels of the long-lost knarlocs, resin prints of hounds, alternative bits to make regular Kroot look sci-fi, and even has some GSC/Kroot prints. Honestly he does a good job, nuff said.&lt;br /&gt;
&lt;br /&gt;
https://www.etsy.com/shop/MasterShaperFelix?ref=simple-shop-header-name&amp;amp;listing_id=1051976211&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:YesIagree.png|They also have quite a way with words.&lt;br /&gt;
Image:Kroot_Maw-Krusha.jpg|They would do well in the Mortal Realms, as this Kroot Maw-Krusha conversion shows.&lt;br /&gt;
Image:KrootKindreds.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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[[Category: Kroot]]&lt;br /&gt;
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[[Category:Minor Xenos Species]]&lt;br /&gt;
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{{Template:Tau}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Donarathi&amp;diff=180934</id>
		<title>Donarathi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Donarathi&amp;diff=180934"/>
		<updated>2022-08-31T21:59:14Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A race of Xenos that took part in an Imperium-led temporary alliance against the Tyranids of Hive Fleet Jormungandr. Seeing as to how the Imperial Commander turned on one of the races in this alliance as soon as the threat of the Tyranids was gone, the Cimmeriac, it&#039;s likely the Donorathi were also betrayed and murdered by the Imperium. &lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cannibalism&amp;diff=110044</id>
		<title>Cannibalism</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cannibalism&amp;diff=110044"/>
		<updated>2022-08-31T01:38:28Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Specific /tg/ examples */&lt;/p&gt;
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&lt;div&gt;{{sick|eating humans wtf}}&lt;br /&gt;
{{Topquote|No doubt the first man that ever murdered an ox was regarded as a murderer; perhaps he was hung; and if he had been put on his trial by oxen, he certainly would have been; and he certainly deserved it if any murderer does. Go to the meat-market of a Saturday night and see the crowds of live bipeds staring up at the long rows of dead quadrupeds. Does not that sight take a tooth out of the cannibal&#039;s jaw? Cannibals? who is not a cannibal? I tell you it will be more tolerable for the Fejee that salted down a lean missionary in his cellar against a coming famine; it will be more tolerable for that provident Fejee, I say, in the day of judgment, than for thee, civilized and enlightened gourmand, who nailest geese to the ground and feastest on their bloated livers in thy pate-de-foie-gras.|Herman Melville, Moby Dick}}&lt;br /&gt;
&lt;br /&gt;
Usually defined as &amp;quot;eating your own species&amp;quot; or &amp;quot;eating a creature who, when alive, could carry on a conversation&amp;quot;&amp;lt;ref&amp;gt;And sometimes referred to as &amp;quot;The &#039;&#039;other&#039;&#039; kind of humanitarianism&amp;quot;&amp;lt;/ref&amp;gt;, &#039;&#039;&#039;cannibalism&#039;&#039;&#039; is an occasional feature of /tg/-related media.&lt;br /&gt;
&amp;lt;!-- Let&#039;s try and keep away from &amp;quot;too much detail&amp;quot;, okay? --&amp;gt;&lt;br /&gt;
==/tg/ Applicability==&lt;br /&gt;
Given how disgusting this topic is, and a [[/pol/|history of racism]] associated with talking about cannibalism, you&#039;d expect tabletop games writers (and writers in general) to avoid focusing on cannibalism in their works, even in very grim settings.  And they generally do. &lt;br /&gt;
&lt;br /&gt;
But some don&#039;t!  Exceptions include:&lt;br /&gt;
* [[Always Chaotic Evil]] races or monsters practicing cannibalism on the species, cultural, or tribal scale.&lt;br /&gt;
* Alternately, a well-trodden cannibalism plot point is human (or demihuman) flesh being passed off as some other meat, perpetrated by some malevolent industry insiders or especially callous authorities.&lt;br /&gt;
* The other main group of exceptions are &amp;quot;horrific magic&amp;quot; situations, where the myth of &amp;quot;gaining the power of what you eat&amp;quot; is played upon, near-universally with the caveat that doing so is a &#039;&#039;very&#039;&#039; evil act.&lt;br /&gt;
* The smallest class of exceptions just involves cannibalism as part of a horrific murder. Basically, there&#039;s nothing cultural or mystical or necessity about cannibalism here. The person in question is just a sick fuck.&lt;br /&gt;
&lt;br /&gt;
There are a few scenarios that blur the line:&lt;br /&gt;
* Some of the darker [[Furry]] settings where carnivorous animals never stopped eating sapient flesh. But that&#039;s [[Great Unclean Ones|Furries]].&lt;br /&gt;
* [[Toon]] has quite a few scenarios modelled after &amp;quot;chase&amp;quot; cartoons like Roadrunner and Tom and Jerry.&lt;br /&gt;
* The [[TVTropes|Horror Hunger]] case where its a case of not wanting to do it but being forced to do it due to various reasons ranging from &amp;quot;not starving to death&amp;quot; to &amp;quot;curse makes you only derive nutrition from raw sentient flesh&amp;quot; which is great for creating sympathetic monsters. Also has the slowly beginning to like it factor.&lt;br /&gt;
&lt;br /&gt;
===Specific /tg/ examples===&lt;br /&gt;
As a Tribal/Cultural/Species practice:&lt;br /&gt;
&lt;br /&gt;
*In mythology (and thus freely used by tabletop games):&lt;br /&gt;
** [[Ogre]]s are categorically man-eaters (with a preference for eating babies), as well as [[giant]]s on many occasions. &lt;br /&gt;
** [[Vampires]] (both classical blood-drinkers and proto-zombie flesh-eaters) might also be classed as cannibals, though since they are undead, we tend to think of them as no longer being human to begin with.&lt;br /&gt;
** [[Ghoul]]s are fairly straightforward examples originally taken from Arabic mythology; their main identity is &amp;quot;graveyard dwelling man-eaters&amp;quot;.&lt;br /&gt;
* In keeping with its edgelord sensibilities, [[Warhammer 40k]] has a lot of examples. Here&#039;s just a few:&lt;br /&gt;
** The [[Dark Eldar]] feed their slaves with processed corpses of dead slaves, among other things. The Dark Eldar themselves may also indulge in the cannibalism of other species if they feel like it, [[grimdark|sometimes with their meal still alive and conscious so that they can additionally savor their agony]]. &lt;br /&gt;
** The [[Kroot]] need to eat sentient beings in order to remain intelligent and regularly eats certain individuals to evolve specific traits.&lt;br /&gt;
** The entire [[ork|orkoid race]] is one big food chain in itself, and bigger/complex life forms will eat the smaller/less-abled ones below them if needed/they feel like it. A special mention however, goes to the eating [[squig]], an simple orkoid life form that is solely made for the orks to cultivate, harvest, and eat.&lt;br /&gt;
** Most orkoid species will also eat other beings if it fancies them, especially the orks themselves and larger combat squig species.&lt;br /&gt;
[[File:Corpse-starch.PNG|thumb|right|A Corpse-Starch dispenser, puking its necrotic shit to feed their low born consumers.]]&lt;br /&gt;
** The Imperium feed people &#039;&#039;&#039;Corpse Starch&#039;&#039;&#039; or &#039;&#039;&#039;Soylens Viridiens&#039;&#039;&#039;, made from processed human bodies. While it could be an extreme example of waste not want not (as this typically happens in [[Hive World]]s, where resources are stretched thin as it is), it is a bit [[grimderp]] too, and the poor sods operating the equipment [[Corpse Grinder Cults|tend to get a bit loopy]]. On second thought, it is a convenient to rid of corpses before it rots and causing plague pandemic on a hive world. And of course for a dangerous place with high population density like hive world, it produces more corpses than any sources of food each day with constant violent events occurred (gang wars, [[Inquisition|Imperial authority]] [[Adeptus Arbites|doing]] [[Assassin|their jobs]]). Being able to turn the deads into edible sources of before it could pose a sanitary risk while also ensuring the plebs are fed with easy to afford meals is truly convenient. And if the civilian doesn&#039;t like how it tastes, they could join the [[Imperial Guard]] to eat slightly better taste rations; which ensures more people join the wall of guns, [[Just As Planned|just as the Emperor wants]]!&lt;br /&gt;
** Although not strictly food, the Juvenat treatments used by high-ranking imperial nobility and officers are made out of human fetuses; so we guess that&#039;s unavoidable if one wishes to live longer.&lt;br /&gt;
** Uncivilized Feral Worlds may have cannibalistic rituals within the tribes, especially if they&#039;re tainted by Chaos. Even if they&#039;re brought under the heel of the Imperium and the [[Imperial Creed]] is spread, this does not 100% guarantee that feral worlders will shrug off cannibalism completely.&lt;br /&gt;
** Due to their [[Gene Seed|Omophagea]], Space Marines can consume the the brains of fallen enemies to take in their knowledge. Some Astartes chapters also incorporate cannibalism into their chapter rituals in some way (such as the [[Blood Angels]]&#039; blood drinking rituals, or the aptly-named [[Flesh Eaters]]). The [[Sons of Malice]] chapter is one notable example, except they were declared heretics as a result (reasonable since they had been consuming a lot of chaos worshipers corpses during their services around the [[Eye of Terror|pinky hole of all obvious evil]]). This makes one wonder the point of giving Spess Muhreens such an ability, given most of their enemies would be likely to corrupt them via being eaten. On the other hand, having the ability to sustain on any being&#039;s flesh while fighting far away without supply for a long time is a convenient but situational ability for survival, truly just how the Emperor intended.&lt;br /&gt;
** The forces of [[Chaos]] regularly indulge in various forms of cannibalism (Nurgle&#039;s followers for example, brew the corpses of defeated enemies into a variety of concoctions for consumption, and Khorne regularly involves the consumption of blood and other bloody gibs to worship him). Fluff however, tends not to not mention them too often, or in too much in detail when they occur. Let&#039;s not forget the [[Emperor&#039;s Children]] breaking down slaves into drugs both recreational and military, and we&#039;re assuming they aren&#039;t above dining on their spoils of war either. Certain rituals involve cannibalism, and Chaos cult/Traitor Imperial commanders are even more callous than Loyalist commanders so it&#039;s fairly common among Chaos worshippers.&lt;br /&gt;
** The [[Tyranids]] are a race of ravenous consumers and will eat anything and everything, including themselves if needed. Hell, some of their [[Tyranid_Bio-Weapons#Fleshborer|weapons]] fire living projectiles that attempt to devour their target within their short lifespan. Although since they are not sentient creatures, hell, they are not even individuals (with the exception of extremely few named Nids like the [[Swarmlord]] but even then they aren&#039;t fully individualistic), it is hardly cannibalism and can be likened to predatory behavior. In &#039;&#039;[[Dawn of War II|Retribution]]&#039;&#039;, there&#039;s a scene where the [[Hive Tyrant]] let itself be consumed by the Digestion Pools in order for its mind to reappear somewhere else in the sector, so the swarm will even use cannibalism as a form of long-range transport.&lt;br /&gt;
** It&#039;s also a fairly common plot point for fan works, for example the [[Order of the Martyred Heart]] eat the flesh of those they sacrifice to the Emperor.&lt;br /&gt;
* Similar to 40k, [[Warhammer Fantasy]] (and by extension [[Age of Sigmar]]) uses the concept of cannibalism to add extra grimdark.&lt;br /&gt;
** [[Orcs &amp;amp; Goblins]] are as cannibalistic as their 40k counterparts, as are the [[Troll#Warhammer_Fantasy|Trolls]] that occasionally appear in their forces.&lt;br /&gt;
** Ghouls are former humans who have been deformed into monsters by the act of cannibalism. In AoS they&#039;re part the [[Flesh-Eater Courts]], who have the added distinction of being deluded into believing they&#039;re being gallant knights when they devour people.&lt;br /&gt;
** The Mourngul is another monster created from men driven to cannibalism, because for some reason the setting really needed two monsters with the same gimmick.&lt;br /&gt;
**The [[Ogre Kingdoms|Ogres]] are a race whose most distinctive feature is their constant hunger. Given that Ogres generally don&#039;t have a concept of morals, let alone what is or is not edible, cannibalism is common amongst them. That said, nomming on [[Gnoblar]]s is only done as a last resort.&lt;br /&gt;
** The human worshippers of [[Khorne]] in Age of Sigmar are often shown as being cannibals. Survivors of Khornate attacks partake in a cannibalistic feast, either joining in and transforming into a Bloodreaver or refusing and being added to the menu.&lt;br /&gt;
** Cannibalism is a big part of the [[Skaven]]. To them life is cheap, food is expensive and often someone can serve you better as lunch than as a wounded slave or as a backstabber. Of course, they will gladly feast-dine on any non-Skaven they can get their grubby paws on.&lt;br /&gt;
** The Pygmies were cannibals of their enemies, including rival Pygmy tribes.&lt;br /&gt;
* [[Dungeons and Dragons]] have many &amp;quot;true omnivores&amp;quot;; we won&#039;t count them unless they are intelligent.&lt;br /&gt;
** Xanxost the Slaad, a frequent narrator in various [[Planescape]] books, would usually discuss the taste of some of the (sentient) species he was discussing. Usually as a punchline.&lt;br /&gt;
** The &amp;quot;Flinds&amp;quot;, a tribe or subspecies of [[Gnoll]] that eats other Gnolls, along with just about all the other races.&lt;br /&gt;
** The halflings of [[Dark Sun]] eat only other races; but they&#039;re called &amp;quot;cannibals&amp;quot; anyway.&lt;br /&gt;
&lt;br /&gt;
* [[Paranoia]] has a few scenarios centering either around it, or the implication that Friend Computer&#039;s Food Processors use deceased Citizens of Alpha Complex as an input.&lt;br /&gt;
* [[Lamentations of the Flame Princess]]&#039;s author had a [[Magical realm|particular fondness]] for including cannibalism in his works.&lt;br /&gt;
* Being in a post-apocalyptic wasteland, the [[Fallout]] series contains several examples of cannibalism.&lt;br /&gt;
** Despite the setting, cannibalism is generally frowned upon, or outright hated, in the wasteland by &amp;quot;civilized&amp;quot; folk.&lt;br /&gt;
** The protagonist has the option of becoming a cannibal by taking the appropriate perk, which allows them to devour slain human enemies for health and nutrition. One can be an unwitting cannibal as well by eating human flesh or strange foodstuffs found in the world.&lt;br /&gt;
** Feral ghouls and some less-civilized ghouls, partake in cannibalism. The former due to being completely insane, the latter because they simply don&#039;t care about civil norms or morality anymore (and may also just be insane).&lt;br /&gt;
** Mentally unhinged raider gangs, such as The Fiends in the Mojave, will occasionally eat their targets.&lt;br /&gt;
** Majority of super mutants are cannibals, especially those living in brutal communities and were mentally stunted by the FEV transformation, although this is not always the case.&lt;br /&gt;
** A number of seemingly-normal communities throughout post-war America may have devolved into cannibalism and normalized it, for a variety of reasons. Some do it as a necessity for survival, some see it as a mark of true prestige, and some have just gone completely bonkers.&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;Horrific Magic&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* Diablerie, from [[Vampire: The Masquerade]] and [[Vampire: The Requiem]], which involves eating another vampire&#039;s &#039;&#039;soul&#039;&#039; through their blood.&lt;br /&gt;
* The Devourers of the Flesh, from [[Mage: The Awakening]], a Left-Handed Path that are more or less exactly what their name claims.&lt;br /&gt;
&lt;br /&gt;
==Standard Cannibalism Jokes==&lt;br /&gt;
There are a few standard jokes associated with cannibalism:&lt;br /&gt;
&lt;br /&gt;
* The name &amp;quot;Long Pig&amp;quot; or &amp;quot;Long pork&amp;quot;, from the semi-euphemistic description of the dish by certain Polynesian tribes.&lt;br /&gt;
** On that note, &amp;quot;tastes like chicken&amp;quot; has been used, in keeping with the joke that &#039;&#039;just about everything&#039;&#039; tastes like chicken.&lt;br /&gt;
* &amp;quot;Soylent Green&amp;quot; is the other favorite name for processed human flesh, after the movie of the same name, where it is discovered that the titular food product is made using human corpses due to food shortages caused by overpopulation and environmental collapse. &amp;lt;ref&amp;gt;The name came from the book &amp;quot;Make Room! Make Room!&amp;quot; which the movie was based on, though the &amp;quot;Soylent Green is people!&amp;quot; twist was something the movie added.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[The Lord of the Rings|LOOKS LIKE MEAT&#039;S BACK ON THE MENU BOYS!]]&lt;br /&gt;
* If the main target of the cannibals are brains, expect a joke along the lines &amp;quot;well you&#039;re safe then&amp;quot; to the dumbest member of the group.&lt;br /&gt;
* &amp;quot;To Serve Man&amp;quot; ... &amp;quot;IT&#039;S A COOKBOOK!&amp;quot;&lt;br /&gt;
* Wordplay associated with &amp;quot;Humanitarian&amp;quot; and &amp;quot;Vegetarian&amp;quot; being compared.&lt;br /&gt;
&lt;br /&gt;
==The Reasons It&#039;s A Touchy Subject==&lt;br /&gt;
There are five main reasons why most modern media either avoids cannibalism, or downplays it:&lt;br /&gt;
&lt;br /&gt;
#Most mammals (that includes you!) are instinctively predisposed to avoid cannibalism (barring &#039;&#039;severe&#039;&#039; stress such as starvation), since, as mentioned below, cannibalism is a &#039;&#039;&#039;really&#039;&#039;&#039; great way to spread various diseases, from parasitic to prionic.&lt;br /&gt;
#Eating people generally involves human corpses, which begs the question of where the corpses came from. Most people find the idea of someone being murdered to be eaten highly disturbing.&lt;br /&gt;
#Native tribes were frequently accused of, or portrayed as, being cannibals when they weren&#039;t.  Many tribes who did practice cannibalism were mis-attributed as to when, how and most importantly &#039;&#039;&#039;why&#039;&#039;&#039; they practiced it. Given the subsequent abuse of the accusation by [[/pol/|blatant racists]] to dehumanize natives, most modern works try to avoid the subject entirely to not be accused (even by double proxy) of propagating racist stereotypes. &amp;lt;!-- Please, no Krootlinking here. We cover the Kroot below. --&amp;gt;&lt;br /&gt;
#There are some already [[/d/|rather disturbing people]] who find cannibalism a quite arousing subject. Any sane author who knows about this wants to keep a great deal of distance between their works and [[Furry|said]] [[/d/|people]].&lt;br /&gt;
#That shit&#039;s disgusting, yo.&lt;br /&gt;
&lt;br /&gt;
==History &amp;amp; Biology==&lt;br /&gt;
Multiple cultures throughout history have practiced cannibalism, more for mystic/cultural reasons than out of necessity.  The most common notion behind ritual cannibalism is that by consuming an enemy&#039;s flesh, a person would gain their strength.  That being said, the practice was near-universally banned by nearly every group that had enough food (specifically protein) to go around, for fairly obvious ethical, moral and hygienic reasons.  &lt;br /&gt;
&lt;br /&gt;
Eating your own species is a &#039;&#039;&#039;really&#039;&#039;&#039; great way to spread disease, and not a very polite thing to do to a stranger. While we do also get diseases from animal meat, a lot of them are rendered moot by cooking and the fact that they&#039;re incompatible with a human&#039;s complex physiology, so they just get digested and pass through the body. That isn&#039;t so much the case with eating someone else of your own specie. Its also not very pragmatic either. Human meat, even under the best conditions, has poor calorific content, meaning you&#039;re not getting a lot of energy from consuming it compared to the ones you&#039;d get from eating livestock or game. So really there&#039;s no good reason for people to eat other people, save for some very, &#039;&#039;very&#039;&#039;, dire circumstances where things like morality, health, and nutritional  needs are becoming more of a suggestion than rule.&lt;br /&gt;
&lt;br /&gt;
A prominent example of a disease spread by cannibalism is Kuru, a prion-based neurodegenerative disease which affected the Fore people of Papua New Guinea through their tradition of consuming their dead as part of the funeral rite (it was thought to free the spirit of the deceased). Symptoms include muscle tremors, loss of coordination leading to the inability to walk or even sit without support, emotional instability, and certain death. Things like this probably helped lead to the idea of ghouls and other such degraded man eaters.&lt;br /&gt;
&lt;br /&gt;
More common is cannibalism by desperation. If fields burned before harvest lie under snow, storehouses plundered by passing armies, what little escaped pillage is either locked away in hordes or rationed out in sub-subsistence portions by those remaining power, game (including sparrows and rats) is running thin and people will kill each other for a sack of turnips, turning the remains of a dead enemy patrol into warrior-burgers and knight-steaks so you might make it to till the land and reap again beats an otherwise assured miserable death. Same goes if you&#039;re in a siege and you&#039;ve emptied the larders and granaries, butchered the horses and finished off the cats, rats and songbirds leaving only fallen comrades. This sort of thing, while still undeniably unpleasant, is not so much evil as tragic.&lt;br /&gt;
&lt;br /&gt;
Further, cannibalism was enough of an occasional feature of nautical life (almost always in fairly extreme circumstances involving a lack of food) to be somewhat regularly discussed when the subject came up. This side of the subject is probably beyond the nature of this article, save to note that it kept &amp;quot;civilized&amp;quot; people from being &#039;&#039;too&#039;&#039; high-and-mighty about the practice.&lt;br /&gt;
&lt;br /&gt;
There is a point in which the term no longer applies. Eating a tomato grown in soil fertilized with the ashes of a dead guy is not cannibalism, even though it&#039;s the same molecules that was once old Steve.&lt;br /&gt;
&lt;br /&gt;
Also of particular interest, as it gets cited in /tg/ related discussions of the subject: the mating habits of certain insects, the females of which may eat the males after mating--although, by most biologists&#039; accounts, many such species do so only rarely, except when in captivity.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Godbeast&amp;diff=233673</id>
		<title>Godbeast</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Godbeast&amp;diff=233673"/>
		<updated>2022-08-30T11:40:15Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Nagendra */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Godbeasts&#039;&#039;&#039; are gigantic monsters from the [[Age of Sigmar]] setting. These colossal beasts are typically the progenitors of the various breeds of monsters that plague the mortal realms. Most of them died in the Age of Myth, being slain by [[Sigmar]], [[Nagash]] or [[Gorkamorka (Deity)|Gorkamorka]], or were subsequently imprisoned under the earth if they proved to powerful to destroy. However several of them have survived into the Age of Sigmar, some of which have even fallen to Chaos. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Under Construction...&lt;br /&gt;
&lt;br /&gt;
==Notable Godbeasts==&lt;br /&gt;
&lt;br /&gt;
===The Gargant Lineage: [[Sons of Behemat|Behemat]], Gorg, Ama-Gorag, and Ymnog===&lt;br /&gt;
Behemat, The Father of Gargants. His story begins with &#039;&#039;&#039;Ymnog&#039;&#039;&#039;, the Grandfather of Gargants. Inside his stomach was born Behemat, along with his 2 brothers, Gorg and Ama-Gorag, who brewed a lake of moonshine in their father&#039;s guts, causing him to retch them into his mouth, where Behemat then broke his father’s teeth to escape, although his brothers Gorg and Ama-Gorag were busy arguing and fell back into their father&#039;s stomach, presumably digested. It is said the gargants were created from his vomit after he went on a binge-eating spree that caused the extinction of several species of cattle. Countless deeds are attributed to Behemat by his Sons, most of which double as their explanation for the different races (known collectively as “pipsqueaks”, “little men”, or any other short demeaning term), like the Idoneth Deepkin being an Aelven civilization that Behemat drowned after causing a massive flood, the Fyreslayers being born when the World Titan stomped out some volcanos and saw these angry short guys come out to yell at him, and the denizens of Shyish being mostly skeletons because Behemat ate all the meat in the Realm of Death. He was goaded by Gorkamorka, his master (who himself was manipulated by [[Tzeentch]]), into challenging [[Sigmar]] and was promptly knocked the fuck out, collapsing in the Realm of Life Ghyran (the region known as the Harmonis Veldt, to be precise). While he was asleep, his body would become covered by earth; his skull becoming the mountain of Tor Crania, his mouth becoming the Titansmawr (from which more gargants would occasionally crawl out), the Sweatswamp forming around the location of his left armpit, and so on. Archaon planned to corrupt him to Chaos, forcing the [[Stormcast Eternals]] to put him down before he was fully corrupted. His wayward offspring, the Gargants, have begun forming together into various tribes known collectively as the Sons of Behemat.&lt;br /&gt;
&lt;br /&gt;
===[[Dracothion]]===&lt;br /&gt;
Progenitor of the Stardrakes, Dracoths, and Draconith the star-dragon Dracothion is one of the closest allies of the Pantheon of Order, being the one who guided both Sigmar and the [[Lizardmen|Seraphon]] to the Mortal Realms. May or may not be [[Sotek]] from the old world with a name change.&lt;br /&gt;
&lt;br /&gt;
===Skalok the Skull Host of Khorne===&lt;br /&gt;
The only godbeast with an actual (albeit Forge World) tabletop model, Skalok was a mighty dragon slain by the Khornate lord Vorgaroth the Scarred. Impressed by Skalok&#039;s might, Khorne resurrected her as his servant and forced her to work together with Vorgaroth by cursing them so that if one was ever slain, the other will be destroyed by Khorne&#039;s fury as well. She obviously fucking despises her situation in symbiosis with Vorgaroth and copes by eating other Khorne worshippers (and pretty much anything she kills, given she is a blood crazed champion of Khorne), Vorgaroth in turn is quite concerned for the obvious reason of having to stick close to a dragoness he personally pissed off. They make a pretty effective team though.&lt;br /&gt;
&lt;br /&gt;
===[[Spider-god|The Spider God]]===&lt;br /&gt;
An arachnid godbeast worshipped by the Spiderfang Grot tribes and as the Scuttling Queen by assassins and other shady outcasts. Believed to have been an ordinary spider that bit Gorkamorka on the foot and absorbed his power, or the original Spider God who ascended after biting Gorkamorka.&lt;br /&gt;
&lt;br /&gt;
===Vulcatrix===&lt;br /&gt;
The Ur-Salamander and mother of the Magmadroths, Vulcatrix died in battle against the Duardin god [[Grimnir]]. Her body exploded into millions of pieces that’d become magmadroth eggs. One of the largest pieces became fellow Godbeast &#039;&#039;&#039;Ignimbrus&#039;&#039;&#039;, son of Vulcatrix and the largest still living Magmadroth who lives outside the [[Fyreslayers|Unbak Lodge]] like a guard dog.&lt;br /&gt;
&lt;br /&gt;
===Fangathrak===&lt;br /&gt;
The World-Worm, a giant spiky worm that burrows throughout the Realm of Beasts in a ceaseless rampage. Inside it’s gullet is the Ghurish Realmgate leading to the Eightpoints. Thus capturing/releasing this massive Tremors reference has been a goal for several factions. &lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;br /&gt;
&lt;br /&gt;
===Nagendra===&lt;br /&gt;
Originally a Godbeast, was splintered into pieces which were corrupted into the Daemonic Coiling Ones, technically changing Nagendra into being a Minor Chaos God. Worshipped by the Splintered Fangs Chaos Tribe of Ghyran.&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Godbeast&amp;diff=233672</id>
		<title>Godbeast</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Godbeast&amp;diff=233672"/>
		<updated>2022-08-30T11:39:47Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Fangathrak */&lt;/p&gt;
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&#039;&#039;&#039;Godbeasts&#039;&#039;&#039; are gigantic monsters from the [[Age of Sigmar]] setting. These colossal beasts are typically the progenitors of the various breeds of monsters that plague the mortal realms. Most of them died in the Age of Myth, being slain by [[Sigmar]], [[Nagash]] or [[Gorkamorka (Deity)|Gorkamorka]], or were subsequently imprisoned under the earth if they proved to powerful to destroy. However several of them have survived into the Age of Sigmar, some of which have even fallen to Chaos. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Under Construction...&lt;br /&gt;
&lt;br /&gt;
==Notable Godbeasts==&lt;br /&gt;
&lt;br /&gt;
===The Gargant Lineage: [[Sons of Behemat|Behemat]], Gorg, Ama-Gorag, and Ymnog===&lt;br /&gt;
Behemat, The Father of Gargants. His story begins with &#039;&#039;&#039;Ymnog&#039;&#039;&#039;, the Grandfather of Gargants. Inside his stomach was born Behemat, along with his 2 brothers, Gorg and Ama-Gorag, who brewed a lake of moonshine in their father&#039;s guts, causing him to retch them into his mouth, where Behemat then broke his father’s teeth to escape, although his brothers Gorg and Ama-Gorag were busy arguing and fell back into their father&#039;s stomach, presumably digested. It is said the gargants were created from his vomit after he went on a binge-eating spree that caused the extinction of several species of cattle. Countless deeds are attributed to Behemat by his Sons, most of which double as their explanation for the different races (known collectively as “pipsqueaks”, “little men”, or any other short demeaning term), like the Idoneth Deepkin being an Aelven civilization that Behemat drowned after causing a massive flood, the Fyreslayers being born when the World Titan stomped out some volcanos and saw these angry short guys come out to yell at him, and the denizens of Shyish being mostly skeletons because Behemat ate all the meat in the Realm of Death. He was goaded by Gorkamorka, his master (who himself was manipulated by [[Tzeentch]]), into challenging [[Sigmar]] and was promptly knocked the fuck out, collapsing in the Realm of Life Ghyran (the region known as the Harmonis Veldt, to be precise). While he was asleep, his body would become covered by earth; his skull becoming the mountain of Tor Crania, his mouth becoming the Titansmawr (from which more gargants would occasionally crawl out), the Sweatswamp forming around the location of his left armpit, and so on. Archaon planned to corrupt him to Chaos, forcing the [[Stormcast Eternals]] to put him down before he was fully corrupted. His wayward offspring, the Gargants, have begun forming together into various tribes known collectively as the Sons of Behemat.&lt;br /&gt;
&lt;br /&gt;
===[[Dracothion]]===&lt;br /&gt;
Progenitor of the Stardrakes, Dracoths, and Draconith the star-dragon Dracothion is one of the closest allies of the Pantheon of Order, being the one who guided both Sigmar and the [[Lizardmen|Seraphon]] to the Mortal Realms. May or may not be [[Sotek]] from the old world with a name change.&lt;br /&gt;
&lt;br /&gt;
===Skalok the Skull Host of Khorne===&lt;br /&gt;
The only godbeast with an actual (albeit Forge World) tabletop model, Skalok was a mighty dragon slain by the Khornate lord Vorgaroth the Scarred. Impressed by Skalok&#039;s might, Khorne resurrected her as his servant and forced her to work together with Vorgaroth by cursing them so that if one was ever slain, the other will be destroyed by Khorne&#039;s fury as well. She obviously fucking despises her situation in symbiosis with Vorgaroth and copes by eating other Khorne worshippers (and pretty much anything she kills, given she is a blood crazed champion of Khorne), Vorgaroth in turn is quite concerned for the obvious reason of having to stick close to a dragoness he personally pissed off. They make a pretty effective team though.&lt;br /&gt;
&lt;br /&gt;
===[[Spider-god|The Spider God]]===&lt;br /&gt;
An arachnid godbeast worshipped by the Spiderfang Grot tribes and as the Scuttling Queen by assassins and other shady outcasts. Believed to have been an ordinary spider that bit Gorkamorka on the foot and absorbed his power, or the original Spider God who ascended after biting Gorkamorka.&lt;br /&gt;
&lt;br /&gt;
===Vulcatrix===&lt;br /&gt;
The Ur-Salamander and mother of the Magmadroths, Vulcatrix died in battle against the Duardin god [[Grimnir]]. Her body exploded into millions of pieces that’d become magmadroth eggs. One of the largest pieces became fellow Godbeast &#039;&#039;&#039;Ignimbrus&#039;&#039;&#039;, son of Vulcatrix and the largest still living Magmadroth who lives outside the [[Fyreslayers|Unbak Lodge]] like a guard dog.&lt;br /&gt;
&lt;br /&gt;
===Fangathrak===&lt;br /&gt;
The World-Worm, a giant spiky worm that burrows throughout the Realm of Beasts in a ceaseless rampage. Inside it’s gullet is the Ghurish Realmgate leading to the Eightpoints. Thus capturing/releasing this massive Tremors reference has been a goal for several factions. &lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;br /&gt;
&lt;br /&gt;
===Nagendra===&lt;br /&gt;
Originally a Godbeast, was splintered into pieces which were corrupted into the Daemonic Coiling Ones, technically changing Nagendra into being a Minor Chaos God.&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bullgor&amp;diff=106342</id>
		<title>Bullgor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bullgor&amp;diff=106342"/>
		<updated>2022-08-30T11:35:52Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Age of Sigmar */&lt;/p&gt;
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[[File:Bullgors.jpg|thumb|The wildest fratboys you&#039;ll ever see.]]&lt;br /&gt;
&#039;&#039;&#039;Bullgor&#039;&#039;&#039; can refer to one of two things in the greater Warhammer [[multiverse]].&lt;br /&gt;
&lt;br /&gt;
In the original [[Warhammer Fantasy]], &amp;quot;bullgor&amp;quot; was a fan given nickname to [[gor]]s who have distinctly bovine features without being [[slaangor]]s or actual [[minotaur]]s - in-universe, these were known as &#039;&#039;&#039;bovigors&#039;&#039;&#039;; stated to be rarer than &amp;quot;caprigors&amp;quot;, the goat-featured &amp;quot;common&amp;quot; beastmen&amp;quot;, they often got on exceptionally well with minotaurs, but mechanically they were no different to standard gors. &lt;br /&gt;
&lt;br /&gt;
In [[Warhammer: Age of Sigmar]], the name &amp;quot;bullgor&amp;quot; has been repurposed as a unique copyright-able replacement name for [[minotaur]]s.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy (Minotaurs)==&lt;br /&gt;
The Minotaurs of [[Warhammer Fantasy]] were a bovine form of beastman, not to be confused with older lore stating that [[Slaanesh|Slaangors]] often mutated to look more bovine. Mindless, bloodthirsty carnivors, a minotaur on the tabletop was a fucking rape train, half-bull half-man killing machine employed by the [[beastmen|chaos furries]]. Their generic characters the Doombull and Gorebull are Minotaur characters able to be even more fucking rapetastic shit because they&#039;re the strongest and smartest of their kind.&lt;br /&gt;
&lt;br /&gt;
Taurox was a named Minotaur character who was favored by [[Khorne]], despite being a beastman, aka the unwanted bastard children of the dark gods, meaning he was epic as shit to be noticed by the higher up. Sadly, he got shot down by Markus Wulfhart.&lt;br /&gt;
&lt;br /&gt;
The most in-depth and interesting lore about minotaurs is found in the original [[Realms of Chaos]] books - specifically, The Lost and the Damned, where all the [[beastmen]] were introduced. This even gave you rules to play as Minotaur [[Chaos Champion]]s on the [[Path to Glory]], and in this Minotaurs were luckier than their [[Centaur]] and [[Dragon Ogre]] counterparts, as they maintained the ability to be army leaders in future editions of Warhammer. Ironically, they also gained the ability to become spellcasters by devoting themselves to [[Tzeentch]] in later editions, when originally they (and [[Dragon Ogre]]s) couldn&#039;t become wizards.&lt;br /&gt;
&lt;br /&gt;
Ironically, minotaur champions are the &#039;&#039;least&#039;&#039; mutation-prone of any Chaos Champion in this edition; when generating them, the basic minotaur starts with only a 10% chance of having 1 Chaos Attribute, and this chance increases by 5% per 5 levels. Only minotaur champions generated at levels 15 (D3), 20 (D4) and 25 (D3+1) start with potentially more than 1 Chaos Attribute.&lt;br /&gt;
&lt;br /&gt;
Like [[Beastmen]] Champions, Minotaur Champions have their own unique retinue generation table, representing their unique position in the forces of Chaos, their inherent power, and their domiciles:&lt;br /&gt;
::01-01: D6 Beastmen (if the Champion has a Mark of Chaos, they share his Mark, otherwise they&#039;re generic Beastmen)&lt;br /&gt;
::11-20: D6 Beastmen&lt;br /&gt;
::21-25: Beastman Hero, potentially Chaos-marked (if the Champion has a Mark) and/or with beastmen followers.&lt;br /&gt;
::26-30: Beastman Shaman&lt;br /&gt;
::31-25: D4 [[Centaur]]s&lt;br /&gt;
::36-40: D3 [[Dragon Ogre]]s&lt;br /&gt;
::41-80: D6 Minotaurs&lt;br /&gt;
::81-90: Other Followers (Roll on the Human Champion Retinue Table)&lt;br /&gt;
::91-00: Monsters - Roll another D100 and compare to the results below.&lt;br /&gt;
:::01-04: [[Chimera]]&lt;br /&gt;
:::05-08: [[Cockatrice]]&lt;br /&gt;
:::09-11: [[Dragon]]&lt;br /&gt;
:::12-15: Giant Eagle&lt;br /&gt;
:::16-20: [[Giant]]&lt;br /&gt;
:::21-23: [[Gorgon]]&lt;br /&gt;
:::24-27: [[Griffin]]&lt;br /&gt;
:::28-31: [[Hippogriff]]&lt;br /&gt;
:::32-35: [[Hydra]]&lt;br /&gt;
:::36-39: [[Jabberwock]]&lt;br /&gt;
:::40-43: [[Manticore]]&lt;br /&gt;
:::44-48: Giant Spider&lt;br /&gt;
:::49-52: Giant Scorpion&lt;br /&gt;
:::53-55: [[Treeman]]&lt;br /&gt;
:::56-59: [[Wyvern]]&lt;br /&gt;
:::60-63: Chaos Hounds&lt;br /&gt;
:::64-68: D6 Giant Rats&lt;br /&gt;
:::69-73: D6 [[Skeletons]] plus an Undead Chaos Champion&lt;br /&gt;
:::74-78: [[Snotling]] Swarm (D4 Bases)&lt;br /&gt;
:::79-83: Warhounds&lt;br /&gt;
:::84-88: D4 [[Ogre]]s&lt;br /&gt;
:::89-92: D6 [[Fimir]]&lt;br /&gt;
:::93-97: D4 [[Zombie]]s plus an Undead Chaos Champion&lt;br /&gt;
:::09-00: Roll twice on this chart.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
In AoS, they&#039;re back under the [[Games Workshop|more copyrightable name]] &amp;quot;Bullgors&amp;quot;. Not much has changed, only instead of them pissing and shitting everywhere in forests in the Old World, it&#039;s across all the mortal realms.&lt;br /&gt;
Mentions have been made of sightings of Shark-headed bullgors living in the water with fish-headed Gors. Perhaps the result of worship of Stromfels, Chaos God of Pirates, Storms, and Sea Monsters?&lt;br /&gt;
&lt;br /&gt;
==Doombull==&lt;br /&gt;
A &#039;&#039;&#039;Doombull&#039;&#039;&#039; is a [[Minotaur]] Lord-tier character in [[Warhammer Fantasy]], which was introduced in the original Beasts of Chaos splatbook for 6th edition. When Beasts of Chaos was supplanted by Beastmen, the Doombull gained a Hero-tier counterpart in the &#039;&#039;Gorebull&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The name is actually taken from the original [[Realms of Chaos]] duology, where a Minotaur Hero went through the titles of &amp;quot;Bloodkine&amp;quot;, &amp;quot;GoremasteR&amp;quot;, &amp;quot;Deathsteer&amp;quot;, &amp;quot;Doombull&amp;quot; and finally &amp;quot;Minotaur Lord&amp;quot; as it gained levels, starting as a lowly Minotaur and gaining a new title at every 5th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Doombull of Khorne.jpeg&lt;br /&gt;
Doombull Minotaur Lord.jpeg&lt;br /&gt;
Doombull Minotaur Lord2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Chaos]][[Category:Beastmen]][[Category:Beasts Of Chaos]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Minotaur&amp;diff=339926</id>
		<title>Minotaur</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Minotaur&amp;diff=339926"/>
		<updated>2022-08-30T11:34:32Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Warhammer Fantasy */&lt;/p&gt;
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[[File:Minotaur 5e.png‎|300px|thumb|right|D&amp;amp;D&#039;s latest depiction of the minotaur.]]&lt;br /&gt;
:&#039;&#039;No relation to the [[Space Marine]] [[Chapter]] called the [[Minotaurs]], who have several references to the mythological creature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;minotaur&#039;&#039;&#039; is a half-[[human|man]], half-bull, taking the form of a humanoid figure - originally purely human, but adding any combination of fur, a tail and digitigrade hooved legs became popular somewhere around the 80s - with a bull&#039;s head. Though at least one artist drew the minotaur as a messed up centaur, with a human head on a hulking bull.&lt;br /&gt;
&lt;br /&gt;
This creature originates in Greek [[mythology]], much like its fellow [[Medusa]]. Also like Medusa, &amp;quot;the Minotaur&amp;quot; was the name/title of a unique individual abomination rather than a species. &#039;&#039;Still&#039;&#039; also like Medusa, its origin story is pretty weird and f****d up, even by the standards of Greek mythology. The original minotaur, whose title means &amp;quot;the bull of Minos&amp;quot; and whose true name was actually Asterion or Asterius, was born to one Queen Pasiphae. Minos was supposed to sacrifice a white bull to the god Poseidon, but he refused because he took a liking to the majestic creature. As punishment, Poseidon had his wife Pasiphae take a bigger liking, and by &amp;quot;bigger liking&amp;quot; we mean to the point of having a giant hollow bull statue constructed so [[/d/|she could consummate her liking for the bull in private]]. After the minotaur was born, Minos was understandably livid that his wife cheated on him with an animal, but killing the bastard wasn&#039;t on the list (probably for good reason), so the hybrid was kept in a labyrinth so that ordinary people wouldn&#039;t have to look at it.  &lt;br /&gt;
&lt;br /&gt;
This might seem like a pretty raw deal for the minotaur, but on the other hand the Cretans forced the Athenians to send virgins for the monster&#039;s meals, because apparently omnivore + herbivore = obligate carnivore: once every seven years (or just every year, depending on the source) seven of the bravest youths and seven of the fairest maidens would be the minotaur&#039;s munchies. This would mean that either the Minotaur would be able to survive off of one teenager for six months and the rest would keep wandering around for up to six and a half years (aside from the question of how &#039;&#039;they&#039;&#039; didn&#039;t starve to death), or else be he ate them all in one sitting and digest them over the course of several years like the [[Star Wars|Sarlacc Pit Monster]]. When it was time for the third serving of Soylent Happy Meals, a bloke named Theseus came along and objected to this man-eating. He took the place of one of the youths (meaning that he must&#039;ve been one hell of a bishie), sailed to Crete (where he fell in love with a local princess, but that&#039;s a tale for another time) and set up a rope that he could follow back. He found the center of the maze by constantly going straight ahead and never going left or right, and encountered the sleeping minotaur before it woke and the inevitable fight ensued. Depending on the source he either stabbed it in the throat or [[Awesome|strangled it with his bare hands]], after which he walked out unmolested by the Cretans, who didn&#039;t stop him because they were too busy scratching their heads wondering why they didn&#039;t try that before and making the modern portrayals of minotaurs being especially strong and tough seem unfounded given the OG version literally just got killed by a kinda regular guy who was only basically armed (or not even armed).&lt;br /&gt;
&lt;br /&gt;
As a result of this story, minotaurs are associated with labyrinths and mazes of all kinds. In [[AD&amp;amp;D]] minotaurs are immune to the Maze spell, which is odd given that the labyrinth was intended to keep the original thing in to begin with. In [[Dungeons &amp;amp; Dragons 4th Edition]] they enjoy puzzles and feel at home in twisting, turning passages. Whenever minotaurs build towns or cities, the roads are always arranged in the most confusing way possible. To the locals, this makes perfect sense. To adventurers, it&#039;s a fucking pain. To [[GM]]s, it&#039;s an easy way to take up an hour or two of the party&#039;s time after they breeze through your perfectly designed challenge in 5 minutes and you have nothing left this session.&lt;br /&gt;
&lt;br /&gt;
An interesting way to play with this trope might be to have a Minotaur philosopher character, who [[Tzeentch|makes heavy use of labyrinthian logic full of twists and turns and who jumps through many a hoop to reach his conclusion. One could also have a minotaur character be the center of such a labyrinthian &#039;&#039;plot&#039;&#039; ]]. &lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
Minotaurs in [[Dungeons &amp;amp; Dragons]] traditionally worship [[Baphomet]], Demon Prince of Beasts, which makes them bitter enemies of the [[Gnoll]] race, due to the rivalry between Baphomet and [[Yeenoghu]].&lt;br /&gt;
&lt;br /&gt;
4e was also the first edition to make minotaurs a mainstream playable race, rather than monsters - they had first been given a playable write up in [[Dragonlance]]. In [[Nentir_Vale|Points of Light]], Minotaurs were originally ruled over by Baphomet, the Horned King. After the Dawn War ended, he was cast into the Abyss and [[Erathis]], the goddess of civilisation, called dibs on the minotaurs. This went well for a short while, until [[Cultist-Chan|cultists]] of Baphomet corrupted the city, and [[Melora]] had to kill them with fire. Individual minotaurs struggle with the insane beasts that rages in the maze within their heads. If they succumb to this madness, they often fall into thralldom to Baphomet. If they were to overcome this insanity or keep it at bay their entire lives, minotaurs can be civilised creatures, though often preferring to live on the edge of society.&lt;br /&gt;
&lt;br /&gt;
In [[Dragonlance]], it&#039;s noted that minotaurs actually have two-toed but otherwise human-like feet, with hooves being restricted to corrupted throwback-mutants. They&#039;re also famous for being even more Greco-Roman inspired than minotaurs usually are, having a highly disciplined, warlike culture based on a strong army and martial honor, gladiatorial games being super-important (it&#039;s even how they select their emperors!), and being expert sailors. So much so that 5e made minotaurs playable by using the Krynn variant as inspiration and releasing it in the Waterborne Adventures web-enhancement [http://media.wizards.com/2015/downloads/dnd/UA_Waterborne_v3.pdf here].&lt;br /&gt;
&lt;br /&gt;
===D&amp;amp;D Racial Stats===&lt;br /&gt;
Playable minotaurs have never received a lot of attention, but they have appeared here and there throughout the editions.&lt;br /&gt;
&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
&lt;br /&gt;
====AD&amp;amp;D====&lt;br /&gt;
Playable minotaurs appeared twice in [[Advanced Dungeons &amp;amp; Dragons]]. The first time, for AD&amp;amp;D 1e, was in [[Dragon Magazine]] #116. They were then present in the 2nd edition sourcebook [[The Complete Book of]] Humanoids. The Savage Coast of [[Mystara]] sourcebooks for 2e also provided stats for the [[Enduk]], a race of winged minotaurs native to that gonzo-fantasy world.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
&lt;br /&gt;
====Dragonlance====&lt;br /&gt;
Minotaurs have &#039;&#039;long&#039;&#039; had a prominent place in [[Dragonlance]]. In fact, if you don&#039;t count [[Tinker Gnome]]s and [[Kender]] (which most people prefer not to, seeing as how they&#039;re more annoying setting-specific versions of [[gnome]]s and [[halfling]]s), minotaurs were one of the two &#039;&#039;new&#039;&#039; PC races introduced in &amp;quot;Dragonlance Adventures&amp;quot;, the first ever sourcebook for the setting in [[Advanced Dungeons &amp;amp; Dragons]] 1st edition. This is a position they share with the [[Irda]].&lt;br /&gt;
&lt;br /&gt;
Minotaurs in this setting are basically Spartans, combining a brutal warrior culture with codes of honor and scholarship. They run a whole empire in [[Taladas]], if a smallish one given Taladas. Their society is built on Three Virtues: Strength, Cunning, and Learning; and they&#039;re famed navigators and pirates.  They tend towards Lawful Evil rather than chaos.&lt;br /&gt;
&lt;br /&gt;
In the 3.5 Sourcebook &amp;quot;Races of Ansalon&amp;quot;, Minotaurs got a chapter all to themselves. Their stats are as follows:&lt;br /&gt;
&lt;br /&gt;
:: +4 Strength, –2 Dexterity, –2 Intelligence, –2 Charisma. Minotaurs are large and powerful, but not very agile. From youth, minotaurs focus on developing their muscle over their minds. Minotaur arrogance can be offensive to other races.&lt;br /&gt;
:: Medium: As Medium creatures, minotaurs have no special bonuses or penalties.&lt;br /&gt;
:: A minotaur’s base land speed is 30 feet.&lt;br /&gt;
:: +2 natural armor bonus.&lt;br /&gt;
:: Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).&lt;br /&gt;
:: +2 racial bonus on Intimidate, Swim, and Use Rope checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.&lt;br /&gt;
:: Minotaurs may take the scent special quality as a feat. (See the Monster Manual.)&lt;br /&gt;
:: Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.&lt;br /&gt;
:: [[Favored Class]]: [[Fighter]].&lt;br /&gt;
&lt;br /&gt;
====3e====&lt;br /&gt;
3rd Edition featured two extremely different versions of playable minotaurs. The first version, appearing in the [[Monster Manual]], was quite a beast, with 6 hit dice and a +2 level adjustment, meaning that minotaur player characters had to start at ECL 9. The full statblock, as printed in the 3.5e Monster Manual, is as follows:&lt;br /&gt;
&lt;br /&gt;
:: +8 Strength, +4 Constitution, –4 Intelligence, –2 Charisma.&lt;br /&gt;
:: Large size.&lt;br /&gt;
:: Space/Reach: 10 feet/10 feet.&lt;br /&gt;
:: A minotaur’s base land speed is 30 feet.&lt;br /&gt;
:: Darkvision out to 60 feet.&lt;br /&gt;
:: Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.&lt;br /&gt;
:: Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.&lt;br /&gt;
:: Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.&lt;br /&gt;
::  +5 natural armor bonus.&lt;br /&gt;
:: Natural Weapons: Gore (1d8).&lt;br /&gt;
:: Special Attacks: Powerful charge.&lt;br /&gt;
:: Special Qualities): Natural cunning, scent.&lt;br /&gt;
:: Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.&lt;br /&gt;
:: Favored Class: Barbarian.&lt;br /&gt;
:: Level adjustment +2.&lt;br /&gt;
&lt;br /&gt;
A few months after the launch of 3.5e, the Dragonlance Campaign Setting was updated for Third Edition rules, and it featured a severely nerfed form of Minotaur that players could play at level one. Its full stat block is as follows:&lt;br /&gt;
&lt;br /&gt;
:: +4 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma&lt;br /&gt;
:: Medium size&lt;br /&gt;
:: Base land speed 30 feet&lt;br /&gt;
:: Natural armor: +2&lt;br /&gt;
:: Natural attack: gore (1d6 + Str modifier)&lt;br /&gt;
:: Could charge + gore attack for damage equal to 2d6 plus 1.5x Str&lt;br /&gt;
:: +2 to Intimidate, Swim, and Use Rope checks&lt;br /&gt;
:: Can take Scent as a feat&lt;br /&gt;
:: Automatic languages: Common and Kothian. Bonus languages: Kalinese, Nordmaarian, Ogre, and Saifhum&lt;br /&gt;
:: Favored class: Fighter&lt;br /&gt;
&lt;br /&gt;
====Pathfinder====&lt;br /&gt;
Like most OGL monsters from 3E, Minotaur&#039;s only changes in [[Pathfinder]] are system wide (which means no LA so they can&#039;t be playable). In [[Golarion]] minotaurs are, in addition to a true breeding race, a result of a curse on human parents by [[Lamashtu]]. This means any organization in or near human lands could have a Minotaur around as some muscle.&lt;br /&gt;
&lt;br /&gt;
Dreamscarred Press, in love with [[Psionics|old]] [[Incarnum|often weird]] [[Book of Nine Swords|subsystems]] (they even toyed around with making [[Truenamer]] not shit!), created their own version of the Monster Classes introduced in Savage Species (and used by the World of Warcraft RPG mentioned above). Naturally one of the monster classes they made was the Minotaur. Minotaur is one of the simplest monster classes, having all the abilities of the &amp;quot;real&amp;quot; minotaur at the same strength across the same number of hit die and just being a granular progression from level 1. They are great melee brutes, but with one obvious flaw: They aren&#039;t proficient with armor. They either need to dip into some class or stick to 0 ACP armor like (masterwork studded) leather. They do however get the ability to pick an awesome minotaur only feat at 15th level called Labyrinth Lord: It&#039;s simultaneously a maze SLA, a way to force enemies into one on one combat, an infinite size portable hole and a Mordenkainen’s Magnificent Mansion.&lt;br /&gt;
&lt;br /&gt;
====World of Warcraft: The Roleplaying Game====&lt;br /&gt;
Tauren, the aforementioned Good Guy Minotaurs, appeared in the original [[Warcraft]] D20 RPG, but were re-written with a much better format (including dumping the racial level adjustment) in the [[World of Warcraft]] re-release. They were there from the corebook, and they had these stats:&lt;br /&gt;
:: +2 Strength, -2 Agility (Dexterity)&lt;br /&gt;
:: Medium&lt;br /&gt;
:: Base land speed 30 feet&lt;br /&gt;
:: Natural Weapon (Ex): Taurens have a set of horns that function as a natural weapon that deals 1D8+ Str bonus damage. Tauren are automatically proficient in the use of their horns.&lt;br /&gt;
:: Weapon Familiarity: Tauren Halberds and Tauren Totems are Martial weapons rather than Exotic for Tauren.&lt;br /&gt;
:: Weapon Proficiency: Longspear and Shortspear&lt;br /&gt;
:: +2 Racial bonus on Handle Animal and Survival checks. Handle Animal and Survival are always class skills for Tauren.&lt;br /&gt;
:: Racial Class: Tauren&lt;br /&gt;
:: Favored Class: Warrior&lt;br /&gt;
&lt;br /&gt;
Tauren Racial Class&lt;br /&gt;
:: Hit Die: D10&lt;br /&gt;
:: Skill Points (1st level): (2 + Int modifier) x 4&lt;br /&gt;
:: Skill Points (else): 2 + Int modifier&lt;br /&gt;
:: &amp;quot;Class&amp;quot; Skills: Climb, Concentration, Handle Animal, Listen, Sense Motive, Spellcraft, Spot, Survival.&lt;br /&gt;
:: Weapon &amp;amp; Armor Proficiency: Simple Weapons, exluding Crossbows, and Light Armor&lt;br /&gt;
:: Level 1: BAB +0, Fort Save +2, Ref Save +0, Will Save +2,+1 Strength, Tauren Charge (when charging, a tauren may use their horns instead of a melee weapon; this lets the tauren inflict a Gore attack that does horn damage + 1 1/2 times the tauren&#039;s Strength modifier in addition to the normal benefits)&lt;br /&gt;
:: Level 2: BAB +1, Fort Save +2, Ref Save +0, Will Save +2, +2 Spirit (Wisdom), +4 racial bonus on saves vs. fear, Tauren Weapon Proficiency (gain proficiency in either Tauren Halberd or Tauren Totem)&lt;br /&gt;
:: Level 3: BAB +2, Fort Save +3, Ref Save +1, Will Save +3,+1 Strength, Improved Tauren Charge (tauren is considered Large size for charging and bull rushing, +4 racial bonus on Strength checks for bull rush effects), Tauren Weapon Proficiency (gain proficiency in either Tauren Halberd or Tauren Totem)&lt;br /&gt;
&lt;br /&gt;
====D&amp;amp;D 4e====&lt;br /&gt;
The sad proof that, for all 4e&#039;s efforts at trying to undo the pigeonholing effect of race from editions past, it hadn&#039;t quite gotten past it yet. Not a mechanically &#039;&#039;bad&#039;&#039; race, few 4e races were, but so heavily optimised for close-quarter combat that there was little encouragement besides fluff to be anything other than a melee brute.&lt;br /&gt;
&lt;br /&gt;
:: Ability Scores: +2 Strength, +2 Constitution OR +2 Wisdom&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
:: Speed: 6 squares&lt;br /&gt;
:: Vision: Normal&lt;br /&gt;
:: Skill Bonuses: +2 Nature, +2 Perception&lt;br /&gt;
:: Vitality: +1 healing surge&lt;br /&gt;
:: Ferocity: When you drop to zero hit points or fewer, you can make a melee basic attack as an immediate interrupt.&lt;br /&gt;
:: Heedless Charge: You have a +2 racial bonus to AC against attacks of opportunity you provoke during a charge.&lt;br /&gt;
:: Goring Charge: You have the Goring Charge racial power.&lt;br /&gt;
&lt;br /&gt;
Goring Charge&lt;br /&gt;
Minotaur Racial Encounter Power&lt;br /&gt;
&#039;&#039;You charge the enemy and gore it with your horns.&#039;&#039;&lt;br /&gt;
:: Standard Action&lt;br /&gt;
:: Melee 1&lt;br /&gt;
:: Effect: You charge and make the following attack in place of a melee basic attack:&lt;br /&gt;
:: Target: One Creature&lt;br /&gt;
:: Attack: Strength, Constitution or Dexterity +4 (6 at 11th level and 8 at 21st level) vs. AC&lt;br /&gt;
:: Hit: 1D6 + Strength, Constitution or Dexterity modifier damage, and you knock the target prone.&lt;br /&gt;
* Level 11: 2D6 + Strength, Constitution or Dexterity modifier damage, and you knock the target prone.&lt;br /&gt;
* Level 21: 3D6 + Strength, Constitution or Dexterity modifier damage, and you knock the target prone.&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
&lt;br /&gt;
====D&amp;amp;D 5e====&lt;br /&gt;
The first playable version of a Minotaur in 5e appeared in [[Unearthed Arcana]] for May, 2015. This version was explicitly modeled after the Krynnish version, since WoTC this time realised that with the [[half-orc]], [[warforged]], and [[goliath]] already done, the &amp;quot;big tough bruiser&amp;quot; racial niche is already pretty overcrowded. The 1d10 natural weapon is powerful at low level, but it loses out to magic weapons &amp;amp; feat boosts later on.&lt;br /&gt;
&lt;br /&gt;
Krynnish/Nautical Minotaur:&lt;br /&gt;
:: Ability Score Increase. Your Strength score increases by 1.&lt;br /&gt;
:: Conqueror’s Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 2.&lt;br /&gt;
:: Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.&lt;br /&gt;
:: Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.&lt;br /&gt;
:: Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 375 pounds. Your size is Medium but they can wield heavy weapons in 1 hand due to their sheer size.&lt;br /&gt;
:: Speed. Your base walking speed is 30 feet.&lt;br /&gt;
:: Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.&lt;br /&gt;
:: Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.&lt;br /&gt;
:: Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action.&lt;br /&gt;
:: Labyrinthine Recall. You can perfectly recall any path you have travelled.&lt;br /&gt;
:: Sea Reaver. You gain proficiency with navigator’s tools and vehicles (water).&lt;br /&gt;
:: Languages. You can speak, read, and write Common.&lt;br /&gt;
&lt;br /&gt;
An alternative ovine-featured minotaur appeared in &amp;quot;Plane Shift: [[Amonkhet]]&amp;quot;, but they&#039;re only reskinned [[half-orc]]s with a Natural Weapon instead of Darkvision. Not overpowered by any means, and certainly competing for mechanical space with the half-orcs.&lt;br /&gt;
&lt;br /&gt;
Amonkhetian/Sheep-Headed Minotaur:&lt;br /&gt;
:: +2 Strength, +1 Constitution&lt;br /&gt;
:: Medium&lt;br /&gt;
:: Base speed 30 feet&lt;br /&gt;
:: Natural Weapon - Horns: You can use your Horns as a natural weapon to make an unarmed strike. A Horn Attack inflicts 1d6 + Str modifier Bludgeoning damage.&lt;br /&gt;
:: Menacing: You have Proficiency in Intimidation.&lt;br /&gt;
:: Relentless Endurance: When you would be reduced to 0 hit points, but not killed outright, you can choose to be reduced to 1 hit point instead. Once you have used this trait, you must complete a Long Rest before you can use it again.&lt;br /&gt;
:: Hammering Horns: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use your reaction to make a shove attack against that creature. You can only make this shove attack on a creature that is no more than one size larger than you and which is within 5 feet of you. The creature must succeed on a Strength saving throw (DC 8 + your Proficiency bonus + your Strength modifier) or be pushed up to 5 feet away from you.&lt;br /&gt;
:: Savage Attacks: When you inflict a Critical Hit with a melee weapon, increase the damage inflicted by a further +1 weapon damage dice result.&lt;br /&gt;
&lt;br /&gt;
And a third 5e Minotaur appeared in May 2018, three years after the original debuted. This one was closer to the &amp;quot;generic&amp;quot; minotaur in concept.  It also loses out on the awesome and flavorful Labrynthine Recall in favor of being the &amp;quot;big tough bruiser&amp;quot; the previous UA minotaur was trying not to be and represents the persistent overvaluation of natural weapons by the design team this edition.  Whelp.&lt;br /&gt;
&lt;br /&gt;
Standard Minotaur:&lt;br /&gt;
::Ability Score Modifiers: +2 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Vision: Normal&lt;br /&gt;
::Horns: You possess horns, which are a natural weapon that you have proficiency with. When you hit with a horn attack, you inflict 1d6 + Strength modifier Piercing damage.&lt;br /&gt;
::Goring Rush: Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action.&lt;br /&gt;
::Hammering Horns: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use your reaction to make a shove attack against that creature. You can only make this shove attack on a creature that is no more than one size larger than you and which is within 5 feet of you. The creature must succeed on a Strength saving throw (DC 8 + your Proficiency bonus + your Strength modifier) or be pushed up to 5 feet away from you.&lt;br /&gt;
::Menacing: You have Proficiency in the Intimidation skill.&lt;br /&gt;
::Hybrid Nature: You count as being both a Humanoid and a Monstrosity in terms of Creature Type, and thus can be affected by any game effect that specifically targets either of your types.&lt;br /&gt;
&lt;br /&gt;
Finally, the &amp;quot;Official Minotaur&amp;quot; debuted in the &#039;&#039;Guildmaster&#039;s Guide to [[Ravnica]]&#039;&#039; in November 2018; this is the exact same stats as the UA &amp;quot;Standard Minotaur&amp;quot; but dropping Hybrid Nature and trading Menacing for Imposing Presence (free proficiency in either Intimidation or Persuasion). &#039;&#039;Mordekainen&#039;s Monsters of the Multiverse&#039;&#039; would generally reuse this statline, replacing the stat boosts to the generic ones given by recent books and replacing Imposing Presence with a new Labyrinthine Recall (always knows which way is north and advantage on Survival checks to track or navigate).&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
&lt;br /&gt;
====Midgard Minotaurs====&lt;br /&gt;
The 3rd-party setting of [[Midgard]] has its own unique spin on minotaurs, as well. This statblock can be found in the Midgard Heroes Handbook, the Southlands Player&#039;s Guide, and the Tome of Heroes, identical in all three versions.&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision: 60 feet&lt;br /&gt;
::Natural Attacks: When making Unarmed Strikes, you can attack with your horns, which deal 1d6+Str modifier piercing damage.&lt;br /&gt;
::Charge: If you move at least 10 feet straight toward a target and hit it with a horn attack in the same turn, you deal +1d6 piercing damage and can use a bonus action to Shove the target 5 feet. You can only make a Charge attack once per turn. At 11th level, you can Shove the target up to 10 feet instead. You can only make a number of Charges per day equal to your Constitution modifier (minimum of 1). You recover all uses of this ability when you complete a Long Rest.&lt;br /&gt;
::Labyrinthine Sense: You can automatically retrace any path that you have taken, without error or the need for an ability check.&lt;br /&gt;
&lt;br /&gt;
The Tome of Heroes also adds two new minotaur subraces. &#039;&#039;&#039;Bhain Kwai&#039;&#039;&#039; are a race of wetlands and swamp-dwelling minotaurs with the features of water buffalo and its related species. Bhain Kwai are more peaceful in temperament, though still capable of defending themselves, and prefer small agrarian villages to large cities. The &#039;&#039;&#039;Boghaid&#039;&#039;&#039; are a race of mountain-dwelling minotaurs with the features of highland cattle and so have a very obvious Scottish Highlander theme to their civilization.&lt;br /&gt;
&lt;br /&gt;
Bhain Kwai:&lt;br /&gt;
::Ability Score Increase: +2 Constitution, +1 Strength&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision: 60 feet&lt;br /&gt;
::Natural Attacks: When making Unarmed Strikes, you can attack with your horns, which deal 1d6+Str modifier piercing damage.&lt;br /&gt;
::Labyrinthine Sense: You can automatically retrace any path that you have taken, without error or the need for an ability check.&lt;br /&gt;
::Strong Back: Your Carrying Capacity is Strength Score times 20, rather than the normal Strength Score times 15.&lt;br /&gt;
::Wetland Dweller: You have a Swimming Speed of 25 feet, and ignore the movement penalty caused by difficult terrain based on mud or the need to wade through waist-deep or lower water.&lt;br /&gt;
&lt;br /&gt;
Boghaid:&lt;br /&gt;
::Ability Score Increase: +2 Wisdom, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision: 60 feet&lt;br /&gt;
::Natural Attacks: When making Unarmed Strikes, you can attack with your horns, which deal 1d6+Str modifier piercing damage.&lt;br /&gt;
::Labyrinthine Sense: You can automatically retrace any path that you have taken, without error or the need for an ability check.&lt;br /&gt;
::Highlander: You suffer no environmental penalties when operating at heights of 8,000 feet or more.&lt;br /&gt;
::Storied Culture: You have Proficiency in one of the following Musical Instruments: Bagpipes, Drum, Horn or Shawm.&lt;br /&gt;
::Wooly: Your pelt is thick enough to count as a set of cold weather clothing, protecting you against cold environments. It also gives you Advantage on saving throws against spells or other effects that inflict Cold damage.&lt;br /&gt;
&lt;br /&gt;
====Kinosian Minotaurs====&lt;br /&gt;
When the Classical Mythology-themed setting of [[Arkadia]] debuted, minotaurs were conspicuously absent from the ancestries of the [[Phaedran]], a race of [[Half-Fey]] bred from Greco-Roman themed fey races that stood in for playable examples of those races. Minotaurs appeared in the bestiary in the back of the setting book, but were described as curse-spawned [[fey]], too mindless and savage to possibly be adventurers, and this applied to any progeny created by coupling with [[human]]s, [[elves]], [[dwarves]] or [[orc]]s. Eventally, though, fan complaints caused them to backtrack on this and they introduced Kinosian Minotaurs as a free PDF expansion for the setting.&lt;br /&gt;
&lt;br /&gt;
Kinosian minotaurs inhabit the crumbling, labyrinthine ruins of the island of Kinos, which they once shared peacefully with a now-extinct race of dwarves. Along amongst minotaurs of Arkadia, they are a fully sapient and civilized people, and nobody knows why they are so different to the monstrous, bestial minotaurs of the mainland. The dwarves of Kinos claimed it was the divine blessing of their god, Ptol, whilst sages speculate that maybe once all minotaurs were like those of Kinos, but for some reason those of Arkadia descended in savagery. Whatever the reason, Kinosian minotaurs are normally content to guard their ancestral labyrinths, but every so often, one dares to stride forth into the world.&lt;br /&gt;
&lt;br /&gt;
Mechanically, Kinosian minotaurs have the following stats:&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Colossal Build: This is the same as Powerful Build, just with a different name.&lt;br /&gt;
::Monstrous Strength: Your first weapon attack using Strength each turn deals 1d4 extra damage of that weapon’s type.&lt;br /&gt;
::Bull’s Horns: Your horns are a natural weapon that you have proficiency with. When you hit with an attack using your horns you inflict 1d4 + Strength modifier piercing damage. This damage is further increased by Monstrous Strength. If you move at least 20 feet straight toward a creature no more than one size larger than you and then immediately hit it with an attack using your horns, it must succeed on a Strength or Dexterity saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus or be shoved 10 feet away and knocked prone. On a successful save, the creature is not shoved or knocked prone.&lt;br /&gt;
&lt;br /&gt;
====Thylean Minotaurs====&lt;br /&gt;
In the [[Odyssey of the Dragonlords]] setting, minotaurs descend from a tribe of humans who were stranded upon the southern regions of Thylea by the great maelstrom that surroudns the lost continent. Coming to reside in the rocky hills of the Aresian peninsula, they built the city of Minos, but would have starved had they not discovered a celestial bull, which graciously loaned its supernatural strength and vigor to the fledgeling tribe, allowing them to produce bountiful crops. They began to venerate this bull as their god of the harvest, but this angered the vainglorious and cruel titan Sydon, who transformed the tribe into bulls themselves. He yoked them all to a plow and forced them to tread the same winding, geometric path, until their actions carved out a deep, labyrinthine gorge. Only when the plows broke were they restored, but the curse left them permanently marked - all Thylean minotaurs resemble humanoid bulls, to varying degrees; one may look like a normal person with a bull&#039;s head, another may look like a bovine [[satyr]], and a third may look like an anthropomorphic bull. They also possess the ability to transform into raging, long-horned cattle when in the throes of battle-rage. To this day, they are shunned by humans of Thylea, especially those of Mytros, who fear they are still cursed by the gods and often force them into indentured servitude.&lt;br /&gt;
&lt;br /&gt;
Mechanically, a Thylean minotaur has the following stats:&lt;br /&gt;
::Ability Score Modifiers: +2 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 40 feeet&lt;br /&gt;
::Labyrinthine Vision: You have Darkvision 60 feet, gain Advantage on skill checks to solve maze-like puzzles, and automatically succeed on saves against Maze and Hypnotic Pattern.&lt;br /&gt;
::Colorblindness: You can only see the world in shades of red and gray.&lt;br /&gt;
::Keen Snout: You have Advantage on Wisdom (Perception) checks based on scent, and can detect strong odors from up to 6 miles away.&lt;br /&gt;
::Cursed Transformation: From 5th level, you can use a bonus action to shapeshift into the form of a Bull (or a &#039;&#039;&#039;Dire Bull&#039;&#039;&#039;, from 9th level) once per day as a bonus action. This follows the rules of a Polymorph spell, barring that you do not need to concentrate. This ability automatically triggers if you suffer prolonged exposure to very bright shades of red.&lt;br /&gt;
&lt;br /&gt;
====Vodarin Minotaurs====&lt;br /&gt;
In the [[Seas of Vodari]], minotaurs were created by a [[demon]]ic master and once ruled a dark empire, but it was sundered during the Godwar and their patron abandoned them. Without its baleful influence, minotaurs adapted and evolved, forsaking their bloodthirsty origins and becoming a meritocracy ruled over by the most skilled. Though self-sufficient, they have a friendly attitude and often become adventurers.&lt;br /&gt;
&lt;br /&gt;
::Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.&lt;br /&gt;
::Age. Minotaurs reach maturity at around the age of 20 and can live well into the middle of their second century.&lt;br /&gt;
::Alignment. Most minotaurs are lawful and believe in a strict moral code. They prize strength, skill, and honor in all people.&lt;br /&gt;
::Size. Minotaurs are tall with heights around 7 feet. They have a large muscular build with their weight averaging around 300 lbs. Your size in Medium.&lt;br /&gt;
::Speed. Your base walking speed is 30 feet.&lt;br /&gt;
::Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.&lt;br /&gt;
::Savant. You gain proficiency in one skill of your choice. In addition, you gain proficiency with your choice of vehicles (water) or one type of artisan’s tools.&lt;br /&gt;
::Sense of Direction. You have advantage on checks against becoming lost and always know which direction you are facing.&lt;br /&gt;
::Horns. Your horns are natural melee weapons, with which you are proficient. If you hit with your horns, the target takes piercing damage equal to 1d6 + your Strength modifier.&lt;br /&gt;
::Minotaur Weapon Training. You have proficiency with the greataxe, greatsword, and maul.&lt;br /&gt;
::Languages. You can speak, read, and write Common and Abyssal.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Minotaur ODD6.png|Original D&amp;amp;D&lt;br /&gt;
Minotaur 1e.jpg|1e&lt;br /&gt;
Minotaur A3.png&lt;br /&gt;
Krynnish Minotaur 2e.gif|2e&lt;br /&gt;
Minotaur MCV1.jpg&lt;br /&gt;
Minotaur MM 2e.png&lt;br /&gt;
Minotaur MM 2e 2.png&lt;br /&gt;
Minotaur Dragon 116.jpg&lt;br /&gt;
Minotaur 3e.jpg|3e&lt;br /&gt;
Half minotaur Dragon 313.jpg|Half-Minotaur (&#039;&#039;[[Dragon Magazine|Dragon]] #313&#039;&#039;)&lt;br /&gt;
Minotaurs 4e PHB3.jpg|4e&lt;br /&gt;
4e_Minotaur_Gladiator.png&lt;br /&gt;
4e_Minotaur.png&lt;br /&gt;
4e Female Minotaur.png&lt;br /&gt;
Minotaur B1.png|Pathfinder&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magic: The Gathering==&lt;br /&gt;
Minotaurs are amongst the many, many races of creatures that appear throughout the [[plane]]s of [[Magic: The Gathering]], being native to [[Alara]], [[Amonkhet]], [[Dominaria]], [[Theros]], [[Ravnica]], [[Ulgrotha]], and [[Zendikar]]. Some planes actually have multiple distinct forms or cultures of minotaur, and the race includes ram- and antelope-headed versions as well as the classic bull-headed version.&lt;br /&gt;
&lt;br /&gt;
Amokhet&#039;s minotaurs are ovine-featured instead of bovine-featured, and are notorious for being rowdy, boisterous and direct. If one takes &amp;quot;Plane Shift: Amonkhet&amp;quot; as canon, they&#039;re actally incredibly short-lived, even given that they live in a world where everybody considers the point of life to be achieving a glorious death and become an undead slave to the God-Pharoah - according to this document, they don&#039;t fully mature until the age of 20, but don&#039;t live much longer than age 40, which is why they&#039;re so driven to squeeze the most out of life. Although they prefer close combat, they&#039;re also capable of producing talented spellcasters, favoring fiery magic and buffs, and those few who take up long-ranged weaponry are devastating with their heavy bows and javelins.&lt;br /&gt;
&lt;br /&gt;
In Dominaria, minotaur variants include the spiritual yet warlike clans of the Hurloon Mountains, famous for their practice of singing hymns to honor the fallen on both sides after a battle, the rare (possibly extinct) and super-shaggy minotaurs that roamed the Karplusan Mountains during the Ice Age, the eleven minotaur clans of Mirtiin, the radical and xenophobic minotaurs of Stahaan, who have been known to launch crusades against other races, and the vain, hairless, xenophobic, crystal sword-wielding minotaurs of the Talruum mountains, who are skilled [[wizard|illusionists]] and regard their kinsfolk as very ugly.&lt;br /&gt;
&lt;br /&gt;
A lot of the minotaurs found on Theros are primal, carnivorous savages, little more than beasts stalking the night in search of blood, attacking nearby cities in search of food and a good carnage. While they have existed for a while, this is when they started to get a lot of support like tribal effects. (Didgeridoo doesn&#039;t count, because it&#039;s on the Reserved List.) More recently, the Mythic Odysseys of Theros DnD book precised that not all of them are like this, and that more and more have strayed from their old barbaric traditions to go and wander the world in search of new experiences, to the point where many cities don&#039;t see them as different from other races.&lt;br /&gt;
&lt;br /&gt;
In Ravnica, minotaurs are mostly native to Ordruun, where they serve the Boros Legion and the Wojeks, but they also have been seen fighting for the Izzet Legion.&lt;br /&gt;
&lt;br /&gt;
Ulgrotha is home to both the Anaba, a shamanistic tribe of minotaur mystics, and to the Labyrinth Minotaurs, immortal guardians possibly created by magic.&lt;br /&gt;
&lt;br /&gt;
Finally, Zendikar houses many different tribes of minotaurs, ranging from feral beasts to aggressive and impulsive, yet honorable, civilized tribes, who often practice earth-manipulating magic.&lt;br /&gt;
&lt;br /&gt;
Minotaurs have earned some memetic laughs for the frequency with which they are the targets of various nasty effects in card art:&lt;br /&gt;
* [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/217 Sympathy for the Minotaur, Part 1]&lt;br /&gt;
* [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/436 Sympathy for the Minotaur, Part 2]&lt;br /&gt;
* [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/1274 Sympathy for the Minotaur, Part 3]&lt;br /&gt;
&lt;br /&gt;
This probably started for the same reason [[Star Trek|Worf]] gets beat up all the time: They&#039;re big, tough and easy to recognize as big and tough so whatever beats them up must be &#039;&#039;really&#039;&#039; strong. It continues mostly as a tradition. This tradition got a playful nudge in Unstable in the series of cards [https://scryfall.com/card/ust/98c/target-minotaur| Target Minotaur], which shows 4 variations of the same unlucky minotaur getting pelted by spells.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Amonkhetian Minotaur 1.png&lt;br /&gt;
File:Amonkhetian Minotaur 2.png ‎&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
See [[Bullgor]]&lt;br /&gt;
&lt;br /&gt;
The Minotaurs of [[Warhammer Fantasy]] were a bovine form of beastman, not to be confused with older lore stating that [[Slaanesh|Slaangors]] often mutated to look more bovine. Mindless, bloodthirsty carnivors, a minotaur on the tabletop was a fucking rape train, half-bull half-man killing machine employed by the [[beastmen|chaos furries]]. Their generic characters the Doombull and Gorebull are Minotaur characters able to be even more fucking rapetastic shit because they&#039;re the strongest and smartest of their kind.&lt;br /&gt;
Mentions of shark-headed Bullgors in Age of Sigmar may be the result of blessings by Stromfels, the Chaos God of Storms, Pirates, and Sea Monsters, including sharks.&lt;br /&gt;
&lt;br /&gt;
== Other /tg/ Appearances ==&lt;br /&gt;
[[Warcraft]] was one of the first settings to give good minotaurs a look, in the form of the tauren, which are basically minotaurs done by way of the &amp;quot;noble savage Native American&amp;quot; stereotype. They eventually revealed more variants around Azeroth, like the EVIL Taunka to the north which resembling bison, the Yaungol who look like Himalayan yaks and have a bit of &amp;quot;roaming mongolian nomads&amp;quot; going on and finally the Highmountain Tauren, who are modelled after moose.&lt;br /&gt;
&lt;br /&gt;
In [[White Wolf]]&#039;s [[Scion]] setting, minotaurs are a race of Demigod-tier mooks spawned when the aforementioned White Bull of Crete emerged from the sea, raped Pasiphae, and then began rampaging all over Crete raping every woman it encountered until Hercules came along and caught the fucking thing - King Minos couldn&#039;t stop it because it would have pissed off Poseidon, who sent it to do this pretty much for shits and giggles. All-male themselves, minotaurs have to keep raping human women to keep their numbers up.&lt;br /&gt;
&lt;br /&gt;
In [[Monster Hunter International]] they, or at least one Texas based tribe of them, prefer to be called Bullmen. They are among the few monsters that are both friendly to humans and PUFF exempt thanks to one of their own serving in the Vietnam war. They hold loyalty high enough one volunteers to have his hide made into a leather jacket to continue protecting the person he died protecting. Said jacket is tough enough that it is both bulletproof (though this hasn&#039;t been seriously tested) and can survive the wearer turning into a werewolf.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Alongside [[centaurs]] (their fellow Greeks), minotaurs share the dubious honor of being a race that is alternatively embraced and shunned by fans of both [[monstergirls]] and [[furry]] - though their native form leans much closer to the furry side, monstergirl minotaurs are basically [[musclegirl]]s with huge tits and at least one of several potential minor bovine features - long horns are near-universal, but they may also possess any or all of cow-like ears, a cow-like tail, digitigrade legs, hooves instead of feet, or unusual breasts/nipples (multiple boobs, oversized/multiple nipples, etc). You know, around the 10% mark on the furry meter, a bovine analogue to [[faun]]s. As for why minotaur monstergirls are so common, it&#039;s probably because of the connotation between &amp;quot;cow monstergirl&amp;quot; and &amp;quot;fucking huge tits&amp;quot; oppai Oppai OPPAI.&lt;br /&gt;
&lt;br /&gt;
In fact, the presence of Minotaurs in the monstergirl fandom is a little contentious; &amp;quot;[[cowgirl]]s&amp;quot;, bovine-featured girls who tend to be hugely busty, often pleasingly curvy or soft in build, and very shy and gentle, are about as prolific in the MG fandom as the [[catgirl]], and considered similarly &amp;quot;entry tier&amp;quot;. Many argue that a cowgirl isn&#039;t a &amp;quot;real&amp;quot; minotaur MG unless she&#039;s also an [[amazon]], or at least a [[musclegirl]], and even then there&#039;s arguments about whether she has to have a brazen and forceful personality, matching the traditional violent/warlike depiction of the minotaur-as-monster, or if she can still be (at least in the right circumstances) as sweet and gentle as ordinary cowgirls. So in short, the difference between a cowgirl and a minotaur girl is the same as the difference between a domestic farm cow and an undomesticated aurox.&lt;br /&gt;
&lt;br /&gt;
This divide is referenced in [[Life With Monstergirls]]: whilst their Minotaur &amp;quot;Liminal Race&amp;quot; is supposedly divided into the aggressive &amp;quot;Bullfighting&amp;quot; Minotaur and the more gentle and docile &amp;quot;Milking&amp;quot; Minotaur, the sample minotaur character Cathyl is a Milking type with an extremely aggressive nature who is quick to revert to violence. All minotaur females look like horned women with digitigrade, furry, cow-hooved legs, furry elf-like ears, and a cow&#039;s tail. Milking Types have huge tits which steadily swell bigger as they produce the day&#039;s milk, growing to painfully swollen and tender proportions far larger than a human head - Cathyl&#039;s breasts are bigger than even those of Tio, the [[ogre]] monstergirl who had previously been the must buxom member of the cast. Minotaur men are bull-headed muscular brutes with cow tails and legs, in a standard Japanese &amp;quot;men are more bestial than women&amp;quot; art style. It&#039;s unclear if both types of minotaur women are [[musclegirl]]s; Cathyl is a Milking type who is visibly ripped, but she&#039;s also a farm-girl who spends a lot of time doing heavy labor. Of course, the same would probably be true of the average Milking type.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
[[File:MGE Minotaur.jpg|300px|thumb|right|The MGE&#039;s Minotaur stands out from the [[cowgirl]] herd in a few ways.]]&lt;br /&gt;
The [[Monster Girl Encyclopedia]] actively embraces the minotaur/cowgirl divide by making them into two separate species; the ox/bull-based minotaur, and the cow-based holstaur. Minotaurs tend to be brazen, crass, forceful and violent in everything they do. If they see a potential partner they like they won&#039;t think twice about forcing themselves onto them. Extremely lazy by nature, they are hedonists who are driven by their emotions and live to eat, sleep and have sex. When not doing any of those things, they are usually working off some pent-up fury, which is one of the reasons why they are so ripped. The other reason is probably their love of rough sex, making every one of their constant bouts of lovemaking into a real workout.&lt;br /&gt;
&lt;br /&gt;
Minotaur mamono are notorious for their peculiar trait of flying into a lustful frenzy if exposed to the color red.&lt;br /&gt;
&lt;br /&gt;
Some translations of the name call them the Minotaurus race instead.&lt;br /&gt;
&lt;br /&gt;
For details on their more &amp;quot;dainty&amp;quot; cousins, the Holstaur and the Hakutaku, see the [[Cowgirl]] page.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Buff Minotaur.jpg|Delicious beef.&lt;br /&gt;
File:Shy Minotaur.jpg|Stronger than she looks.&lt;br /&gt;
File:Quadbreasted Minotaur Warrior.jpg|Some artists apply bovines having four udders in a [[/d/]]ifferent way to cowgirls.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Magic: The Gathering]][[Category:Dragonlance]][[Category:Monsters]][[Category:Greek Mythology]][[Category:Furry]][[Category:Beastmen]][[Category:Age of Sigmar]][[Category:Beasts Of Chaos]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Squiggoth&amp;diff=445453</id>
		<title>Squiggoth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Squiggoth&amp;diff=445453"/>
		<updated>2022-08-30T11:31:08Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GargantuanSquiggoth.jpg|300px|right|thumb|Squiggoth charging through.]]&lt;br /&gt;
The Squiggoth (&#039;&#039;Orkus prodigium&#039;&#039;) is a particular breed of [[Squig]] that grows to massive proportions. Orks with a particularly low-tek bent, such as [[Feral Orks]] and the [[Snake Bites|Snakebites]] clan, make use of them as transports and/or heavy artillery embankments, steering the monstrous multi-ton quasi-dinosaur beasts into the enemy. Covered in ramshackle armor, bristling with turrets manned by desperate [[grots]] and more than willing to trample, gore, crush or eat anything in sight, Squiggoths are surprisingly effective. &lt;br /&gt;
&lt;br /&gt;
Like all Orkoid species, the [[Magos#Types of Magos|Magos Biologis]] of the [[Adeptus Mechanicus]] have identified Squiggoths as [[Fungus|fungal]] lifeforms, though they are fairly rare in comparison to the more common Squig species.&lt;br /&gt;
&lt;br /&gt;
The size of the Squiggoth is determined by the effectiveness of the feed-formula the breeder gives his creature. A Squiggoth&#039;s size ranges from that of a [[Leman Russ Battle Tank|Leman Russ tank]] to that of a small [[Titan (Warhammer 40,000)|Titan]], although generally they are somewhere between these two extremes of size. Squiggoths are reptilian in nature and resemble [[Terra]]n [[dinosaur]]s, although there have also been reports of [[Furry|woolly-mammoth-or-rhino-like Squiggoths]] adapted to cold climates that possess heavy fur and tusks (The &amp;quot;hair&amp;quot; on its body could be explained as cilia modified in a similar manner to the hair squigs&#039;, or perhaps even the beast simply being a large, boarlike squig infested with symbiotic hair squigs covering its fatty body, enabling it to survive on Ork Ice Worlds). It also shows the biological rivalry between the [[Tyranids]] and [[Orks]] as each species tries to one-up each other on who can be the biggest and strongest.&lt;br /&gt;
&lt;br /&gt;
As such, Squiggoths are considered the pinnacle of a [[Runtherd|Runtherd&#039;s]]/Pigdok&#039;s art. Each Runtherd/Pigdok has his own special recipe of Squiggoth feed, and these recipes are constantly modified and tinkered with to eke out the maximum amount of growth possible. &lt;br /&gt;
&lt;br /&gt;
Though they haven&#039;t been seen in Ork army lists since [[Chapter Approved]] did its entry on [[Feral Orks]], they have retained notability by being the ork Relic Unit in [[Dawn of War]]. There are three recognized sub-species of Squiggoths.&lt;br /&gt;
&lt;br /&gt;
With 8th edition, Squiggoths are back, still no Orkeosaurus though.&lt;br /&gt;
&lt;br /&gt;
===Big Squiggoths===&lt;br /&gt;
[[File:BigSquiggoth.jpg|200px|right|thumb|Big Squiggoth, the Ork&#039;s ultimate [[DISTRACTION CARNIFEX]].]]&lt;br /&gt;
&lt;br /&gt;
The smallest (Though still quite large) and most common variety of Squiggoths. Big Squiggoths stand about the size of a Leman Russ tank or an Elephant. Their smaller size is the result of either youth or the poor breeding methods of their Ork caretakers. Hence, their inferior size means that they are the Ork&#039;s [[Rhino]] to the Gargantuan Squiggoth&#039;s [[Land Raider]]. They often travel in packs, particularly on worlds dominated by Feral Orks.&lt;br /&gt;
&lt;br /&gt;
Either way, they are still large and powerful enough to smack light and medium vehicles like tin cans and devour entire [[Space Marines]] if given the appropriate chance and mood of these beasts of burden.&lt;br /&gt;
&lt;br /&gt;
On the tabletop in 8th edition, the Big Squiggoth or otherwise simply known as the Squiggoth is a gargantuan creature that is cheaper than its larger brethren but subsequently weaker as a result. Therefore, some Ork players are known to use these beasts as a giant [[DISTRACTION CARNIFEX]] by packing a few of them and charging head long into enemy formation.&lt;br /&gt;
&lt;br /&gt;
Because of this, the Big Squiggoth is a bit more limited than the Trukk in what it can transport, but it hits really hard in melee and can take a bigger beating with its 18 wounds. Units embarked on the Squiggoth as well as the Squiggoth&#039;s own gun can fire their weapons normally from it if it&#039;s got an enemy 1&amp;quot; or less away (i.e. in melee range with the Squiggoth), but can&#039;t target that particular enemy. Stampede! inflicts D3 mortal wounds on a 2+ to every unit within 1&amp;quot; at the end of a Charge as of the [[Forge World#Company|Forge World]] FAQs.&lt;br /&gt;
&lt;br /&gt;
===Gargantuan Squiggoth===&lt;br /&gt;
[[File:GargSquiggoth.jpg|200px|right|thumb|Gargantuan Squiggoth, otherwise known as a [[Land Raider]] with teeth.]]&lt;br /&gt;
&lt;br /&gt;
Gargantuan Squiggoths are monstrous creatures approximately the size of a small [[Imperial]] Titan. Their size is the result of their breeding using the special, high-quality feed formula of the Snakebites Clan. These giants are sometimes used as mounts by the most powerful of Ork [[Warboss]]es. This is the variety seen in the [[Dawn of War]] games and it is by far the more recognizable of all Squiggoth types.&lt;br /&gt;
&lt;br /&gt;
Their charge is powerful enough to break fortifications and cause a severe case of [[Squad Broken]] as well as potential [[Rage|Rage.]] They are also potentially big enough to give the [[Hierophant]] the middle finger before tail slapping the overgrown tick into submission.  Then again, the Squiggoth acts as a giant breathing [[Land Raider]], so it is best to prop up some [[Ork Boy|Boyz]], [[Lootas]] and [[Nob|Nobz]] and go on a shooting &amp;lt;s&amp;gt;rampage&amp;lt;/s&amp;gt; joyride. Just don&#039;t let your giant dinosaur be turned into a overpriced [[DISTRACTION CARNIFEX]] though, it is not too resilient against the [[Dakka|wall of guns]] known as the [[Imperial Guard]].&lt;br /&gt;
&lt;br /&gt;
In 8th edition the Gargantuan Squiggoth is basically a living, breathing [[Battlewagon]]. It has a transport capacity of 20, two Twin [[Big Shoota]]s and two [[Supa-Lobba]]s. You&#039;ve got the option to buy up to four Big Shootas, and also to replace one or both Supa-Lobbas with a [[Killkannon]] or [[Big Zzappa]]. [[Murder|Absolute murder in melee with 8 attacks and an AP-4 D6 Damage melee weapon, and all of its guns can still shoot when it&#039;s in combat (except at the unit it&#039;s fighting) like the smaller Squiggoth.]] All for the low, low price of [[Cheese|450-500 points with guns,]] and don&#039;t forget you need to buy a unit to ride in it too (if you&#039;re going mad on points, try fifteen [[Tankbustas]] and 5 Bomb Squigs, fifteen Lootas, or two squads of ten [[Flash Gitz]]). Stampede! inflicts D6 mortal wounds on a 2+ to every unit within 1&amp;quot; at the end of a Charge as of the Forge World FAQs, rather than just on a 2 as originally written.&lt;br /&gt;
&lt;br /&gt;
===Orkeosaurus===&lt;br /&gt;
&lt;br /&gt;
[[File:Orkeosaurus.jpg|200px|right|thumb|Orkeosaurus. [[Carnifex]]? What Carnifex?]]&lt;br /&gt;
&lt;br /&gt;
Orkeosaurus is the largest breed of Squiggoth that is used by the Orks. Looking more like a Dinosaurine Sauropod without the neck than the elephantine looks of its smaller brethren. The Orkeosaurus is larger than all other Squiggoths, including the Gargantuan Squiggoth. The creature is grown from the size of a regular Squiggoth up to its full size by the right fungus nutrients and tender loving care that is provided by a Feral Ork Pigdok.&lt;br /&gt;
&lt;br /&gt;
The Orkeosaurus is usually found amongst Feral Ork tribes and is rarely, if ever, seen in use by the more technologically advanced Ork klanz. The massive creature is used as both a beast of burden and as a beast of war by the Feral Orks and the Orkeosaurus is highly valued not just for the carnage it can cause in battle but also for the prestige that it can bring to the Greenskin tribe that possesses one. During combat the Pigdok that nurtured the creature will sit proudly high atop the swaying howdah on its back, bellowing out orders as the scurrying gun crews load and fire their weapons. When the tribe marches off to war they are accompanied by the trumpeting calls and the thunderous tread of their mighty Squiggoths and Orkeosauruses. &lt;br /&gt;
&lt;br /&gt;
The Orkeosaurus is capable of carrying up to 12 Orks (whether Boyz, Nobz or Wildboyz) and several units of [[Gretchin]] into combat upon its back-mounted deck. These Orks will man any weapons that are installed upon the armored decking attached to the creature&#039;s broad back. These weapons can include twin-linked Big Shootas and Big Gunz. The Orkeosaurus&#039; hide is as thick and protective as armored plating, and can withstand tremendous amounts of punishment. The Orks augment this protection by attaching armoured plating to the creatures, giving them even more durability.&lt;br /&gt;
&lt;br /&gt;
== In Dawn of War ==&lt;br /&gt;
The Big Squig isn&#039;t the most destructive thing around (those honors go to the [[Baneblade]] and [[Bloodthirster]]), and neither is it the fastest (Also, since it&#039;s so fat, it&#039;s prone to getting stuck in your base if you built Da Mek Shop in the back). It&#039;s best used as [[DISTRACTION CARNIFEX]] due to it&#039;s overwhelming size (it&#039;s fucking massive). It could almost be called a [[Land Raider]] with a mouth fulla teef an&#039; stompin&#039; feet, since it has two slots of transport capacity for Boyz getting stuck in. As you can imagine, this makes for incredible versatility, not in smashing things, but in dumping a threat straight on the opponent&#039;s head, and having another threat pop right out. [[Rip and tear|Rampage]] helps a lot with this, as well as making those puny otha gits fly errywhere and clearin&#039; a path fer da [[WAAAGH]]!&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:DOWSquiggoth1.png|A fucking Squiggoth rampaging through some Orks.&lt;br /&gt;
File:DOWSquiggoth2.png|There&#039;s that fucking Squiggoth!&lt;br /&gt;
File:EpicSquiggoth.jpg|Squiggoth in [[Epic]].&lt;br /&gt;
File:FluffySquiggoth1st.jpg|The Woolly Rhino variant. &#039;&#039;It&#039;s so fluffy.&#039;&#039;&lt;br /&gt;
File:Orkeosaurus_Size_Comparison.jpg|Size comparison between the Orkeosaurus and its lesser counterparts.&lt;br /&gt;
Image:Pimp_Ork_2.jpg|What non-Feral Orks do to their Squiggoths.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Epic 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dawn of War]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Feral Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Squigs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Megafauna]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Orks-Forces}}&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Squiggoth&amp;diff=445452</id>
		<title>Squiggoth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Squiggoth&amp;diff=445452"/>
		<updated>2022-08-30T11:30:26Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GargantuanSquiggoth.jpg|300px|right|thumb|Squiggoth charging through.]]&lt;br /&gt;
The Squiggoth (&#039;&#039;Orkus prodigium&#039;&#039;) is a particular breed of [[Squig]] that grows to massive proportions. Orks with a particularly low-tek bent, such as [[Feral Orks]] and the [[Snake Bites|Snakebites]] clan, make use of them as transports and/or heavy artillery embankments, steering the monstrous multi-ton quasi-dinosaur beasts into the enemy. Covered in ramshackle armor, bristling with turrets manned by desperate [[grots]] and more than willing to trample, gore, crush or eat anything in sight, Squiggoths are surprisingly effective. &lt;br /&gt;
&lt;br /&gt;
Like all Orkoid species, the [[Magos#Types of Magos|Magos Biologis]] of the [[Adeptus Mechanicus]] have identified Squiggoths as [[Fungus|fungal]] lifeforms, though they are fairly rare in comparison to the more common Squig species.&lt;br /&gt;
&lt;br /&gt;
The size of the Squiggoth is determined by the effectiveness of the feed-formula the breeder gives his creature. A Squiggoth&#039;s size ranges from that of a [[Leman Russ Battle Tank|Leman Russ tank]] to that of a small [[Titan (Warhammer 40,000)|Titan]], although generally they are somewhere between these two extremes of size. Squiggoths are reptilian in nature and resemble [[Terra]]n [[dinosaur]]s, although there have also been reports of [[Furry|mammoth-like Squiggoths]] adapted to cold climates that possess heavy fur and tusks (The &amp;quot;hair&amp;quot; on its body could be explained as cilia modified in a similar manner to the hair squigs&#039;, or perhaps even the beast simply being a large, boarlike squig infested with symbiotic hair squigs covering its fatty body, enabling it to survive on Ork Ice Worlds). It also shows the biological rivalry between the [[Tyranids]] and [[Orks]] as each species tries to one-up each other on who can be the biggest and strongest.&lt;br /&gt;
&lt;br /&gt;
As such, Squiggoths are considered the pinnacle of a [[Runtherd|Runtherd&#039;s]]/Pigdok&#039;s art. Each Runtherd/Pigdok has his own special recipe of Squiggoth feed, and these recipes are constantly modified and tinkered with to eke out the maximum amount of growth possible. &lt;br /&gt;
&lt;br /&gt;
Though they haven&#039;t been seen in Ork army lists since [[Chapter Approved]] did its entry on [[Feral Orks]], they have retained notability by being the ork Relic Unit in [[Dawn of War]]. There are three recognized sub-species of Squiggoths.&lt;br /&gt;
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With 8th edition, Squiggoths are back, still no Orkeosaurus though.&lt;br /&gt;
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===Big Squiggoths===&lt;br /&gt;
[[File:BigSquiggoth.jpg|200px|right|thumb|Big Squiggoth, the Ork&#039;s ultimate [[DISTRACTION CARNIFEX]].]]&lt;br /&gt;
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The smallest (Though still quite large) and most common variety of Squiggoths. Big Squiggoths stand about the size of a Leman Russ tank or an Elephant. Their smaller size is the result of either youth or the poor breeding methods of their Ork caretakers. Hence, their inferior size means that they are the Ork&#039;s [[Rhino]] to the Gargantuan Squiggoth&#039;s [[Land Raider]]. They often travel in packs, particularly on worlds dominated by Feral Orks.&lt;br /&gt;
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Either way, they are still large and powerful enough to smack light and medium vehicles like tin cans and devour entire [[Space Marines]] if given the appropriate chance and mood of these beasts of burden.&lt;br /&gt;
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On the tabletop in 8th edition, the Big Squiggoth or otherwise simply known as the Squiggoth is a gargantuan creature that is cheaper than its larger brethren but subsequently weaker as a result. Therefore, some Ork players are known to use these beasts as a giant [[DISTRACTION CARNIFEX]] by packing a few of them and charging head long into enemy formation.&lt;br /&gt;
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Because of this, the Big Squiggoth is a bit more limited than the Trukk in what it can transport, but it hits really hard in melee and can take a bigger beating with its 18 wounds. Units embarked on the Squiggoth as well as the Squiggoth&#039;s own gun can fire their weapons normally from it if it&#039;s got an enemy 1&amp;quot; or less away (i.e. in melee range with the Squiggoth), but can&#039;t target that particular enemy. Stampede! inflicts D3 mortal wounds on a 2+ to every unit within 1&amp;quot; at the end of a Charge as of the [[Forge World#Company|Forge World]] FAQs.&lt;br /&gt;
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===Gargantuan Squiggoth===&lt;br /&gt;
[[File:GargSquiggoth.jpg|200px|right|thumb|Gargantuan Squiggoth, otherwise known as a [[Land Raider]] with teeth.]]&lt;br /&gt;
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Gargantuan Squiggoths are monstrous creatures approximately the size of a small [[Imperial]] Titan. Their size is the result of their breeding using the special, high-quality feed formula of the Snakebites Clan. These giants are sometimes used as mounts by the most powerful of Ork [[Warboss]]es. This is the variety seen in the [[Dawn of War]] games and it is by far the more recognizable of all Squiggoth types.&lt;br /&gt;
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Their charge is powerful enough to break fortifications and cause a severe case of [[Squad Broken]] as well as potential [[Rage|Rage.]] They are also potentially big enough to give the [[Hierophant]] the middle finger before tail slapping the overgrown tick into submission.  Then again, the Squiggoth acts as a giant breathing [[Land Raider]], so it is best to prop up some [[Ork Boy|Boyz]], [[Lootas]] and [[Nob|Nobz]] and go on a shooting &amp;lt;s&amp;gt;rampage&amp;lt;/s&amp;gt; joyride. Just don&#039;t let your giant dinosaur be turned into a overpriced [[DISTRACTION CARNIFEX]] though, it is not too resilient against the [[Dakka|wall of guns]] known as the [[Imperial Guard]].&lt;br /&gt;
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In 8th edition the Gargantuan Squiggoth is basically a living, breathing [[Battlewagon]]. It has a transport capacity of 20, two Twin [[Big Shoota]]s and two [[Supa-Lobba]]s. You&#039;ve got the option to buy up to four Big Shootas, and also to replace one or both Supa-Lobbas with a [[Killkannon]] or [[Big Zzappa]]. [[Murder|Absolute murder in melee with 8 attacks and an AP-4 D6 Damage melee weapon, and all of its guns can still shoot when it&#039;s in combat (except at the unit it&#039;s fighting) like the smaller Squiggoth.]] All for the low, low price of [[Cheese|450-500 points with guns,]] and don&#039;t forget you need to buy a unit to ride in it too (if you&#039;re going mad on points, try fifteen [[Tankbustas]] and 5 Bomb Squigs, fifteen Lootas, or two squads of ten [[Flash Gitz]]). Stampede! inflicts D6 mortal wounds on a 2+ to every unit within 1&amp;quot; at the end of a Charge as of the Forge World FAQs, rather than just on a 2 as originally written.&lt;br /&gt;
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===Orkeosaurus===&lt;br /&gt;
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[[File:Orkeosaurus.jpg|200px|right|thumb|Orkeosaurus. [[Carnifex]]? What Carnifex?]]&lt;br /&gt;
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Orkeosaurus is the largest breed of Squiggoth that is used by the Orks. Looking more like a Dinosaurine Sauropod without the neck than the elephantine looks of its smaller brethren. The Orkeosaurus is larger than all other Squiggoths, including the Gargantuan Squiggoth. The creature is grown from the size of a regular Squiggoth up to its full size by the right fungus nutrients and tender loving care that is provided by a Feral Ork Pigdok.&lt;br /&gt;
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The Orkeosaurus is usually found amongst Feral Ork tribes and is rarely, if ever, seen in use by the more technologically advanced Ork klanz. The massive creature is used as both a beast of burden and as a beast of war by the Feral Orks and the Orkeosaurus is highly valued not just for the carnage it can cause in battle but also for the prestige that it can bring to the Greenskin tribe that possesses one. During combat the Pigdok that nurtured the creature will sit proudly high atop the swaying howdah on its back, bellowing out orders as the scurrying gun crews load and fire their weapons. When the tribe marches off to war they are accompanied by the trumpeting calls and the thunderous tread of their mighty Squiggoths and Orkeosauruses. &lt;br /&gt;
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The Orkeosaurus is capable of carrying up to 12 Orks (whether Boyz, Nobz or Wildboyz) and several units of [[Gretchin]] into combat upon its back-mounted deck. These Orks will man any weapons that are installed upon the armored decking attached to the creature&#039;s broad back. These weapons can include twin-linked Big Shootas and Big Gunz. The Orkeosaurus&#039; hide is as thick and protective as armored plating, and can withstand tremendous amounts of punishment. The Orks augment this protection by attaching armoured plating to the creatures, giving them even more durability.&lt;br /&gt;
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== In Dawn of War ==&lt;br /&gt;
The Big Squig isn&#039;t the most destructive thing around (those honors go to the [[Baneblade]] and [[Bloodthirster]]), and neither is it the fastest (Also, since it&#039;s so fat, it&#039;s prone to getting stuck in your base if you built Da Mek Shop in the back). It&#039;s best used as [[DISTRACTION CARNIFEX]] due to it&#039;s overwhelming size (it&#039;s fucking massive). It could almost be called a [[Land Raider]] with a mouth fulla teef an&#039; stompin&#039; feet, since it has two slots of transport capacity for Boyz getting stuck in. As you can imagine, this makes for incredible versatility, not in smashing things, but in dumping a threat straight on the opponent&#039;s head, and having another threat pop right out. [[Rip and tear|Rampage]] helps a lot with this, as well as making those puny otha gits fly errywhere and clearin&#039; a path fer da [[WAAAGH]]!&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:DOWSquiggoth1.png|A fucking Squiggoth rampaging through some Orks.&lt;br /&gt;
File:DOWSquiggoth2.png|There&#039;s that fucking Squiggoth!&lt;br /&gt;
File:EpicSquiggoth.jpg|Squiggoth in [[Epic]].&lt;br /&gt;
File:FluffySquiggoth1st.jpg|The Woolly Rhino variant. &#039;&#039;It&#039;s so fluffy.&#039;&#039;&lt;br /&gt;
File:Orkeosaurus_Size_Comparison.jpg|Size comparison between the Orkeosaurus and its lesser counterparts.&lt;br /&gt;
Image:Pimp_Ork_2.jpg|What non-Feral Orks do to their Squiggoths.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Epic 40,000]]&lt;br /&gt;
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[[Category: Dawn of War]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Feral Orks]]&lt;br /&gt;
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[[Category: Squigs]]&lt;br /&gt;
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[[Category: Megafauna]]&lt;br /&gt;
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{{Template:Orks-Forces}}&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Squig&amp;diff=445327</id>
		<title>Squig</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Squig&amp;diff=445327"/>
		<updated>2022-08-30T11:29:48Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Squiggoth */&lt;/p&gt;
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&lt;div&gt;[[File:Squig.jpg|300px|right|thumb|Squigs. Making [[Tyranids]] feel insecure in the eating department.]]&lt;br /&gt;
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[[File:MilkSquig.jpeg|thumb|Sadly noncanon, at least not yet...]]&lt;br /&gt;
A Squig, short for squiggly beast, is any one of a variety of bizarre organisms that exist semi-symbiotically with [[Orcs &amp;amp; Goblins]] and [[Orks]] alike. [[Fungus]]-based animals, their most iconic form resembles a large round ball that opens up a huge maw full of teeth, propelled by two strong legs that let it run, scramble and jump all over the place. &lt;br /&gt;
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Night Goblins in particular like to herd huge swarms of these things onto the battlefield, as they are violently unpredictable and surprisingly dangerous.&lt;br /&gt;
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In the 41st millennium, on the other hand, they play a somewhat different role. Some ork [[Warboss]]es will keep such squigs as personal attack animals, [[Oddboys|slavers]] always have trusty squig-hounds to help tame [[grot]]s, and [[Tankbustas]] favor a breed that they cram full of bombs and coax to charge towards (hopefully) the enemy before blowing up.&lt;br /&gt;
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According to the [[Warhammer Fantasy Roleplay]] splat, &amp;quot;Old World Bestiary&amp;quot;, squig-meat is perfectly edible by humans and actually very tasty. Spit-roasted squig is described as resembling smoked ham with the consistency of young chicken.&lt;br /&gt;
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[[Age of Sigmar]] introduces a mythological aspect to their origins with the introduction of Boingob, the godbeast progenitor of all Squigs. This massive creature barreled through the realms in a frenzied pursuit of the light of Hysh (basically the sun), until it finally jumped up and was roasted alive. Now its colossal skeleton serves as a holy place/impenetrable lurk lair to the Moonclan Grots.&lt;br /&gt;
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Squigs can be bred into a vast variety of forms and functions. The most famous of these is arguably the monstrous [[Squiggoth]] which provide a similar sort of heavy infantry to a war elephant. Other, more obscure types include (but by no means limited to) Bag Squigs, Bomb Squigs, Eating Squig, Gas Squigs, Hair Squigs, Oily Squigs, Paint Squigs, Squig Sharks, Squig Hawks, and Squigeons all of which can be further explained below. Squigs are basically the apps of Ork society: if you can think of a function, there&#039;s a squig for that.&lt;br /&gt;
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==Squig Varieties==&lt;br /&gt;
As mentioned. Squigs come in all sizes and flavors. Here are the documented species of Squigs officially recognized by the Imperium/whatever-institutio-exists-in-AoS.&lt;br /&gt;
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===Attack Squig===&lt;br /&gt;
[[File:AttackSquig.jpg|150px|right|thumb|Attack Squig.]]&lt;br /&gt;
The most common and identifiable type of Squig. Whenever someone says Squig, this is the one that pops in everyone&#039;s head. The Attack Squig (&#039;&#039;Orkus ferocitas&#039;&#039;), also known as the Cave Squig, looks like it&#039;s trying to compete with the [[Tyranids]] for sheer &#039;OMNOMNOMNOMNOM&#039; ability, consisting of nothing more than a bouncing ball of claws and razor-sharp teeth. These Squigs, as their name implies, are often used as attack animals, weapons, or pets. They can be given to the [[Grots]] as a food source (if the Squig doesn&#039;t eat them first) or even war mounts if said Grot is feeling particularly brave that day. &lt;br /&gt;
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Sometimes an Attack Squig is transformed into a &#039;&#039;&#039;Bomb Squig&#039;&#039;&#039; via jamming as much explosive materials into the Squig&#039;s mouth (or strapping explosives to their bodies) as possible before setting it loose to fuck up some tanks. These specialized Attack Squigs are often utilized by either Ork Flashgitz or Tankbustas.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BombSquig.png|Bomb Squig.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Bitey Squig===&lt;br /&gt;
[[File:Bitey Squig.JPG|150px|right|thumb|Bitey Squig]]&lt;br /&gt;
Bitey Squigs are a sub-species of Attack Squigs that have sufficient jaws, claws, and stingers to savage the target and anything close by. This breed s frequently fired from Squig Launchas and Heavy Squig Launchas. Launched gnashing and snarling into the enemy, they latch onto the first thing they hit and do not stop chewing until they are killed. A bit like the Face-Eating Squig to be honest.&lt;br /&gt;
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Legends states that the [[Rukkatrukk Squigbuggy]] was created due to a [[Just As Planned|&#039;mishap&#039;]] when a Bitey Squig or some form of Attack Squig was accidentally stuffed into the launcha and fired into a &#039;&#039;very&#039;&#039; unfortunate Ork’s face and thus, the legend was born.&lt;br /&gt;
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It seems that the Bitey Squig can be differentiated from the normal Attack Squig by its stronger jaw; this can be seen with its more pronounced jawline which could only be supported with powerful jaw muscles. There are also the aforementioned stingers, which would most likely be located at the tail; unfortunately there isn&#039;t any indication that the tail has something like a stinger. Bitey Squigs are also much smaller than the Attack Squig in order to fit inside a Squig Launcha; seeing as how an Attack Squig is often the size of a sheep, it makes sense for the Orks to utilize a much more smaller and mobile version to be used as ammunition.&lt;br /&gt;
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===Bile Squig===&lt;br /&gt;
[[File:Bile_Squig.JPG|150px|right|thumb|Bile Squig]]&lt;br /&gt;
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The Bile Squigs come in a variety of breeds and are capable of spraying, squirting, or vomiting harmful fluids from their orifices. This breed of squig is frequently fired from Squig Launchas and Heavy Squig Launchas. &lt;br /&gt;
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Typically launched by the handful, these creatures squeal and thrash while jetting acid, lubricants, poisons, and flammable fluids in every direction. The effects can sometimes be harmless, but other times can cause their victims to burst into flames, explode, or dissolve. Essentially, they are the Orky version of the [[Flamers of Tzeentch]], you never know what you&#039;re gonna get.&lt;br /&gt;
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Bile Squigs seem to have an enlarged earhole or an orifice for which they shoot out their concoction of liquids, it is identified by its very [[Derp|derpy appearance]] and its long tongue which maybe used to lick off any excess liquid it shoots out.&lt;br /&gt;
===Bat Squig===&lt;br /&gt;
[[File:Bat_squig.JPG|150px|right|thumb|Bat Squig]]&lt;br /&gt;
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A squig that has bat wings..... That&#039;s it..... Look it&#039;s just a squig that has bat wings alright it has the typical squig mentality, lives in a cave and can fly the only difference is that IT JUST HAS BAT WINGS. These Bat Squigs descend upon their victims in a flurry of gnashing jaws and spattering guano. It&#039;s not got some depressing story in which it lost its parents and now hunts down all everything that isn&#039;t greenskin, NO IT&#039;S JUST A SQUIG WITH BAT WINGS, also no legs.&lt;br /&gt;
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&amp;lt;!-- Might share a genetic lineage with a certain human performer with an equally surly disposition and big mouth, but that’s just speculation. --&amp;gt;&lt;br /&gt;
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On tabletop, at the start of your shooting phase, you can pick 1 enemy unit within 18&amp;quot; of this model and roll a dice. On a 5+ that enemy unit suffers 1 mortal wound. This ability cannot be used if the Bat Squig minion has been removed.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Bat_squig_in_a_shellnut.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Boom Squig===&lt;br /&gt;
[[File:Boom_Squig.JPG|150px|right|thumb|Boom Squig]]&lt;br /&gt;
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A special sub-species of the &#039;Splodin Squig. &lt;br /&gt;
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This breed is squig is frequently fired from [[Squig Launcha]]s and [[Heavy Squig Launcha]]s. Boom Squigs, also known as Mine Squigs due to their shape, are infamous for their defense mechanism of violently exploding at the slightest provocation, typically due to direct physical contact or a loud noise ([[FAIL|or sometimes even their own bouts of indigestion]]). &lt;br /&gt;
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They detonate with such force that they kill or maim anything unlucky enough to be in the vicinity. These creatures thus make the perfect living ammunition for Orks and are also sometimes used as landmines. They are also favored by Orks as the tools of [[Lulz|practical jokes,]] as nothing will amuse a Speed Freek more than hiding a [[Just As Planned|Boom Squig under the seat of a Rukkatrukk Squigbuggy driver like an explosive whoopee cushion.]]&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Boom_Squif_Top.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Bowel-Torrent Squig===&lt;br /&gt;
[[File:Bowel_Squig?.JPG|150px|right|thumb|Bowel-Torrent Squig]]&lt;br /&gt;
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A mysterious Squig referred to only as one of the most &amp;quot;revolting&amp;quot; and  &amp;quot;panic-inducing&amp;quot;. [[Shitstorm|Given its name it should be very easy to understand why.]] They are one of the numerous forms of living ammunition from the [[Rukkatrukk Squigbuggy]]. &lt;br /&gt;
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Unfortunately, despite being important enough to be mentioned in fluff, they still didn&#039;t really get that much screen time...or an identifiable model for that specific matter in the first place. &lt;br /&gt;
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Fortunately for us in /tg/, the Rukkatrukk Squigbuggy model holds so many Squigs in its trunk and around the vehicle that we can sort of guess which Squig might best describe the Bowel-Torrent Squig the best. &lt;br /&gt;
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Due to the Squig&#039;s... [[Bullshit|unique way of expelling its munitions]], we believe that the small albeit grumpy-looking Squig with the long tail &#039;&#039;may&#039;&#039; be the elusive Bowel-Torrent Squig. Ya know... &#039;cause it looks similar to that of a pigeon and this thing can &#039;fly&#039; once it exits out the Squig Launcha. We would let your figure out the rest.&lt;br /&gt;
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===Bag Squig===&lt;br /&gt;
[[File:Bag_Squig_2.jpg|150px|right|thumb|Bag Squig.]]&lt;br /&gt;
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This type of Squig has a large, gaping mouth and a bag-like body that is almost entirely composed of stomach and nothing else. The stomach coincidentally functions secondarily as a pouch that allows the Squig to survive by slowly digesting food it stores up inside its body, similar to modern Earth animals that survive hibernation by eating a lot of food during the summer. If the Squig is dried out, it can be made into a flask for drinks. If it is tanned like leather, it makes a useful bag or belt pouch. &lt;br /&gt;
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By far one of the most practical form of Squigs used by the Orks.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bag_Squig.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Burna&#039; Squig===&lt;br /&gt;
[[File:Burna_Squig_2.PNG|150px|right|thumb|Burna Squig.]]&lt;br /&gt;
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The Burna&#039; Squig is similar to the &#039;Sploding Squig. However while the &#039;Sploding Squig is a biological grenade the Burna&#039; Squig is a biological molotov cocktail. Inside a Burna&#039; Squig consists of multiple chemicals that when mixed, burst into flames rather than exploding. Orks sometime shake their Burna&#039; Squigs to further enhance their fiery potential (Or force them to swallow even MOAR flammable materials such as Promethium) after being thrown-- if it doesn&#039;t explode in their face of course.&lt;br /&gt;
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If the Ork is feeling a bit picky and don&#039;t really want to risk having his head blown off by enemy snipers, he can just let the Squig go off to its intended target. Of course, these may not result in the desired outcome as the Squig may be shot before it gets the chance to explode or the Squig wouldn&#039;t even explode in the first place and just growls at the target harmlessly.&lt;br /&gt;
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The effects of Burna Squigs are equivalent to other flammable explosives found in the Imperium.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Burna_Squig.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Buzzer Squig===&lt;br /&gt;
[[File:Buzzer.jpg|150px|thumb|right|Buzzer Squig.]]&lt;br /&gt;
Buzzer Squigs are an insect-like like variation of the Squig typically used by Orks and Gretchins in a [[Squig Catapult|Squig Katapult,]] as they are very vicious and a swarm can strip the flesh off a man-sized creature within seconds. They are essentially flying piranhas but more aggressive than any piranha. &lt;br /&gt;
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Buzzer Squigs are found among Ork fungus groves and are trapped in pots by Gretchin. The special pots are made from sun-baked mud, drilled with tiny holes to allow the Squigs inside to breathe. The top of the vessel is corked shut and sealed with more mud once a good number of Squigs have been put inside. Normally the Squigs feed by burrowing into other larger Squigs or small animals such as rats, so when they are captured they soon begin to get very hungry. They can be kept without food in the pot for many weeks, getting angrier and more savage all the time. If the Gretchin is unfortunate in capturing these hornets of doom or accidentally breaks a pot full of these things, then he may end up as their lunch.&lt;br /&gt;
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Gretchin can tell which pots contain the angriest Squigs from the high pitch of the droning and the vibrations of the pot as the Squigs try to burrow out (the walls of the pot must be made thick and hard). These pots, each containing a small swarm of enraged Buzzer Squigs, are the missiles fired by the Squig Katapult. The pot cracks open on impact, releasing the swarm of enraged Buzzer Squigs, who attack anyone nearby. They are great against Imperial Guards, Tau, Kroot, and low level Tyranid forces (cue irony of the [[Lulz|Tyranids getting out-NOMMED in their own game]]). Unfortunately they are quite useless when it comes to MEQs as those claws and fangs aren&#039;t going to do much against ceramite and reinforced wraithbone.&lt;br /&gt;
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Buzzer Squigs can also be found on the [[Rukkatrukk Squigbuggy]], although they&#039;re far more limited in role due to the presence of other Squig species.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Buzzer_Squig_Model.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Buzzing Squig===&lt;br /&gt;
[[File:Buzzing.jpg|150px|right|thumb|Buzzing Squig.]]&lt;br /&gt;
Not to be confused with Buzz&#039;&#039;er&#039;&#039; Squigs, Buzz&#039;&#039;ing&#039;&#039; Squigs have tiny, propeller-like wings on their tails: miniature airscrews that allow them to fly like a biological helicopter. When they contact flesh (which they can smell), they bores in and eat their way straight through the unfortunate target. Upon emerging from the victim, they immediately dive back and bore through again, or set upon another victim. Orks have learned to use these deadly nuisances as weapons. &lt;br /&gt;
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Gretchin are set to work trapping them for dispersal as swarms around the battlefield. Buzzing Squigs may also be kept in pots and thrown from makeshift catapults like the [[Squig Catapult|Squig Katapult.]] When the pot containing the Buzzing Squigs cracks, it releases a swirling swarm of these flesh-eating monsters.&lt;br /&gt;
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In all honesty though, by function there is very little difference between the Buzzer and Buzzing Squigs as they both fulfill the same niche. They only look different enough to warrant their own species.&lt;br /&gt;
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===Coffin Crawler===&lt;br /&gt;
[[File:CoffinCrawlerSquig.png|right|thumb|150px|Coffin Crawler]]&lt;br /&gt;
Coffin-Crawlers were an Old-School Tyranid Squig who would consume fresh corpses and grow in bulk until they were ready to return to the [[Norn Queen]], carrying their swollen bodies back to feed her.&lt;br /&gt;
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Genetic material in the form of captive creatures and corpse scavengers called Coffin-Crawlers is fed into the great maws located at the top of the Norn Queen and synthesised by its genetic shredder organs. The dissembled DNA structures form a gene-bank which provides the raw material from which new creatures called bio-constructs are created. Once a type of bio-construct has been designed more identical creatures can be cloned by the Norn Queens. &lt;br /&gt;
&lt;br /&gt;
Much like the Grabber-Slasher Squig, when Squigs were separated from Tyranids, they were reduced to the status of just being a variety of Big Squig. That, and their role has been replaced by [[Rippers]].&lt;br /&gt;
&lt;br /&gt;
===Gob Squig===&lt;br /&gt;
[[File:Gob.jpg|150px|right|thumb|Gob Squig.]]&lt;br /&gt;
Gob Squigs are small enough to be put into an Ork&#039;s mouth and left there for the rest of the day (or the next few days, if the Ork forgets about it). The Squig cleans the Ork&#039;s mouth out by rooting round the teeth and eating the juicy bits of food that are stuck between them. They look like your typical fantasy [[Slime]] with a funny face although your local Commissar would suggest not petting one as they are known to bite. They are essentially an Ork&#039;s version of a toothbrush but more effective and cost-productive&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chewin&#039; Squig&#039;&#039;&#039; is another variant of the Gob Squig. An Ork can pop this sort of Squig into his mouth and chew on it while he sits and thinks (or sits and enjoys not thinking), basically Orky chewing gum. How the Squig could survive being munched by an Ork is a feat unknown by Imperial Xenologists.&lt;br /&gt;
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===Great Cave Squig===&lt;br /&gt;
[[File:99800209017_GoblinWarbossCaveSquigNEW01.jpg|150px|right|thumb|Great Cave Squig]]&lt;br /&gt;
Think a regular Attack Squig given steroids. A Great Cave Squig is simply a larger variant of the more common Cave Squig that has grown to such a magnificent size that it has become as large as an Imperial warhorse. This Squig sub-species is the second largest of the non-Squiggoth family, with only the Colossal Squig surpassing it in both size and weight (at least before the [[Beast Snagga]] mounts became a thing. And if you discounted the Squig Gobba Forgeworld model. Not to mention the untamable, ork-predating Squighawk and Squigshark). Its large mouth is filled with teeth the size of swords and sabres and their appetite as ravenous as their smaller counterparts. These things are solitary predators that like to [[Get shit done|get shit done by themselves.]]&lt;br /&gt;
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Because of their large size, the Great Cave Squig makes excellent cavalry for Night Goblins. However, their aggressive behavior makes it difficult to tame effectively. The process of [[Rape|breaking in]] a Great Cave Squig would cost the lives of many Night Goblins, but once the beast learns to accept a rider, they serve as a more stable mount than the smaller and more unruly Cave Squig. Although they are costly to maintain, eating over twice their own body weight daily, a Night Goblin Warboss would do almost anything to keep such a magnificent asset in the hands of his tribe.&lt;br /&gt;
&lt;br /&gt;
Since they&#039;re so difficult to tame, often times Goblins don&#039;t even bother doing so, instead just chaining two Great Cave Squigs together, pointing them vaguely in the direction of the enemy and setting them loose, resulting in the infamous Mangler Squigs. The Squigs drag and pull each-other across the battlefield, resulting in them essentially becoming living wrecking balls. In Age of Sigmar, some particularly insane Loonbosses use a pair of Mangler Squigs as a mount, usually if they&#039;re leading a Squigalanche warband. &lt;br /&gt;
&lt;br /&gt;
On the even rarer occasions when a Great Cave Squig continuous to grow exponentially, they would grow to such a monstrous size that they are once again categorized into another even larger variant called simple as the Colossal Squig (As seen below).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GreatCave Squig.png|NYUM YUM YUM YUM YUM!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Colossal Squig===&lt;br /&gt;
[[File:CollossalSquig.jpg|150px|thumb|right|Colossal Squig.]]&lt;br /&gt;
Think an Great Cave Squig on steroids and having a mouth and stomach that could rival a [[Haruspex]] and the [[Mawloc|Mawloc]] in a eating competition. The Colossal Squigs are the largest variants of Squigs known to exist short of Squiggoths. &lt;br /&gt;
&lt;br /&gt;
These frequently six-eyed monsters boast an insatiable appetite, and are in essence no more than an impossibly vast fleshy maw studded with row upon row of scimitar-bladed teeth. The only way they get into battle is by finding some Orks and just moving in with them.&lt;br /&gt;
&lt;br /&gt;
The Colossal Squig is often used as a giant living battering ram, bashing and splintering anything smaller than the Squig into a fine paste. Of course the presence of the Squiggoth kind of placed the status of the Colossal Squig in question. Nevertheless, they still have the capability of eating entire Space Marines whole let alone normal Guardsmen, granting some laughs by the local Boyz if the Squig doesn&#039;t eat them first.&lt;br /&gt;
&lt;br /&gt;
Of special note is a small change to this subtype of Squig in [[Age of Sigmar]] - When a Colossal Squig dies, it blows up into a bunch of smaller Cave Squigs! ... Nature running its course?...&lt;br /&gt;
&lt;br /&gt;
===Cape Squig===&lt;br /&gt;
[[File:GloomspiteGitzDesignersNotes-Dec27-Capesquigs10vh-1.jpg|150px|right|thumb|Cape Squig]]&lt;br /&gt;
&lt;br /&gt;
These cute little Squigs are there to make you feel just a tad bit more important.&lt;br /&gt;
&lt;br /&gt;
A Squig found only in [[Age of Sigmar]]. A presumably regal and dignified breed of squig, these little beasties help Skragrott keep his magnificent cape off the floor. Or maybe they’re trying to eat it. Probably both…&lt;br /&gt;
&lt;br /&gt;
Anyways, these Squigs are quite sought after since they have a... distinct head shape of the Greenskin&#039;s moon, which makes it downright flash. Why their heads are shaped like that is anyone&#039;s guess (selective breeding?). Skragrott, the Loonking himself, is the self-styled overlord of the Gloomspite Gitz (AKA Night Goblins, trademarked). His sinister presence upon the field of battle ensures his fellow grots fight with greater spite and cunning than ever.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these little beasties are there for decorative purposes in order to make Skragrott look more important than he really is. Seriously you think they would provide anything of substance in the actual game?&lt;br /&gt;
&lt;br /&gt;
===Dice Squig===&lt;br /&gt;
[[File:DiceSquigs.jpg|150px|right|thumb|Dice Squig]]&lt;br /&gt;
Famed for their bounciness, the rare and elusive Dice Squigs have been known to be used by particularly kunnin’ Grot Loonbosses in games of tactics and chance. They are usually given out in an event of a mass brawl, with [[Grot]]s assembling bets on would emerge the victor. &lt;br /&gt;
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These small, eyeless, limbless blobs of flesh have very little use other than your usual Ork gamblin&#039;, however, a wise Greenskin must still be cautious when handling these things as they still have a mouth that may bite your fingers off.&lt;br /&gt;
&lt;br /&gt;
Currently, most Dice Squigs have different yellow splotches on each side save for the face, which is an obvious analogue to the actual numbers system of an actual dice. Also represented as an actual limited edition squig-dice for sale by Games Workshop.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Eating Squig===&lt;br /&gt;
[[File:EatingSquig.jpg|150px|right|thumb|Eating Squig.]]&lt;br /&gt;
An Eating Squig (also known as Grubs or &#039;&#039;Orkus consumit&#039;&#039;) is a limbless blob used as the primary Ork food source. It resembles an elongated, squarish slug with two eyes and a small pug mouth (like a cross between a blob fish and uncanned SPAM). Orks usually prefer them cooked, but they can be eaten raw as well. Gretchin are quite adept in cooking them and have a number of methods including kebabing, marinating in fungus wine, stuffed with fungus and herbs, roasted on a spit, deep fried with fungus chips, or griddled over a campfire. Who knew the Ork race had such a flair for culinary skills? Again Commissars would suggest not petting one no matter how pug-cute it looks, although suggesting to eat one for emergency rationing is fine for them.&lt;br /&gt;
&lt;br /&gt;
With the fast reproduction on all Orkoid lifeforms, it is unknown why the [[Imperium of Man]] still haven&#039;t decided on capturing one of these Squigs and then mass producing them which would stop Galactic world hunger that plagues some of the Imperial Worlds (and no, [[Grox|not because of heresy]]). Maybe they are already looking into it, but with how slow the IoM usually is it may take decades to even centuries for it to be finalized and distributed in the entire Galaxy. Or it might have something to do with the fact that they&#039;re creature from the orkoid genus, so they release spores everywhere that can grow into the more dangerous parts of the genus including actual orks.&lt;br /&gt;
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If the Eating Squig is the Duck/Chicken of an Ork culinary experience, then the &#039;&#039;&#039;Juicy Squig&#039;&#039;&#039; is the foie gras of Ork cuisine. The Juicy Squig is a very rare and delicious type of Eating Squig that may perhaps be the only known Ork delicacy. This Squig lives at the very bottom of an Ork fungal drop, and are not only rare, but difficult to find and bring up from the depths. Since these Squigs are seldom caught by the Gretchin and Snotlings, they often grow quite large and become even tastier as they get older.&lt;br /&gt;
&lt;br /&gt;
In Age of Sigmar, there is also type of swamp-dwelling squig in the Mortal Realms called the &#039;&#039;&#039;Slobbersquig&#039;&#039;&#039;, mentioned in the second edition Orruk Warclans Battletome as being part of the regular diet consumed by the Kruleboyz, alongside bog toads, swamp hoppers, cold crawfish, spine-ridged mud worms, and human flesh. Compared to the rest of the food on this list, it could be conjectured the Slobbersquig is a sluglike, unappealing Eatin&#039; Squig that drools constantly and lives in swamp muck instead of the bottom of the greenskin drops.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:OCG-grot-trader.jpg|Lovely indeed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Guard Squig===&lt;br /&gt;
[[File:Guard_Squig.jpg|150px|right|thumb|Guard Squig.]]&lt;br /&gt;
Ork Kaptins have been breeding a form of Squig known as a Guard Squig, or Squig Hound to some. They&#039;re Orky Guard Dogs. These creatures have all the ferocity of an Attack Squig, but are bred to be utterly loyal to their masters. When alone or not in battle, Squig Hounds are usually seen sleeping on their post or lying on their master&#039;s lap. Guard Squigs are often seen as a step up above the normal Attack Squig due to their aforementioned loyalty.&lt;br /&gt;
&lt;br /&gt;
Guard Squigs are not to be confused with the Herd Squig whose nickname also bears the name Squighound or the [[Derp|actual Squighound themselves.]] Why GeeDubs thought repeating the name of three different species is a good idea is a mystery. &lt;br /&gt;
&lt;br /&gt;
Is it though? These are Orks we’re talking about. Considering the rather direct (and often short) manner with which Orks approach life, it’s hardly a surprise they’d have one name for several breeds of Squigs. One Ork may name a particular breed of Squig &amp;quot;Bitey&amp;quot; for biting a lot, only to have his head bit off by said Squig, prompting the next Ork to confirm that it is indeed a Bitey Squig, while somewhere else in the mob the same little drama is occurring with an entirely different breed of biting Squig with identical results. Orks are pragmatic...in their way.&lt;br /&gt;
&lt;br /&gt;
===Targeting Squig===&lt;br /&gt;
[[File:Targeting-squig-art.jpg|150px|right|thumb|Targeting Squig.]]&lt;br /&gt;
A unusual type of Squig, Targeting Squigs (&#039;&#039;Orkus scopum&#039;&#039;) are weird creatures with a single targeting eye that serve as biological equivalents of Gitfindas used by Flash Gitz. Sometimes their pupils are even shaped into a cross-hair.&lt;br /&gt;
&lt;br /&gt;
How the Squig communicates with the Flash Gitz is unknown. Although certain unique sounds or barks could be help the Ork to signal that there may be ample prey around. That or it could flash different colors or release certain pheromones that only Orkoid species can detect.&lt;br /&gt;
&lt;br /&gt;
On tabletop there is very little difference between the Squig and regular Gitfindas other then the cosmetic change. They&#039;re cool-looking models though!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Targeting-squig.png&lt;br /&gt;
File:Last-wall-squig.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Face-Eater Squig===&lt;br /&gt;
[[File:Face Eater.jpg|150px|right|thumb|Face-Eater Squig.]]&lt;br /&gt;
Humans have binge eating contests and the Orks too have their own variety. Of course in this case the food has the potential of eating your face off. Here is where the Face-Eater Squigs come into play. The Face-Eater Squig is a toothed variety of Squig used both as a weapon and in the infamous Ork face-eating contests. &lt;br /&gt;
&lt;br /&gt;
These Squigs, also known as &amp;quot;Gnashers&amp;quot; or &amp;quot;Gnasher Squigs,&amp;quot; are a vicious mass of sharp teeth and claws. In their active state they appear to be just a gnashing mouth and very little else, though they look much like any other Eatin&#039; Squig when they are at rest. Because of their violent nature, Gnashers provide the Orks with endless entertainment, and Squig-eating is one of the Orks&#039; favorite pastimes. The Ork and the Squig both open their mouths and bite, in a parody of a kiss. If the Ork eats the Squig, he wins. If he keels over backwards, he loses.&lt;br /&gt;
&lt;br /&gt;
Some Painboys made attempts to use Gnashers to amputate a patient&#039;s limbs, but these attempts weren&#039;t very successful as they tended to bite off orderlies&#039; arms or even the Dok&#039;s fingers. Face-Eaters are often used as an attack squig. This organism is known to Imperium biologists as Orkus ravenati.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GnasherSquig.jpg|Nasty little fuckers.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flesheater Squig===&lt;br /&gt;
[[File:Flesheater.jpg|150px|right|thumb|Flesheater Squig.]]&lt;br /&gt;
In order to increase their wealth, some Orks breed large, ferocious beasts known as Flesheaters. The Flesheater looks like a furry, Orky crocodile, with a great, gaping mouth full of rows of sharp fangs that are similar to an Ork&#039;s [[Teef]]. Flesheaters continually shed and replace their teeth, and all the Orks have to do to collect this wealth is send a Gretchin to collect the teeth; they, of course, aren&#039;t overly keen on this duty. &lt;br /&gt;
&lt;br /&gt;
Like Ork teeth, Flesheater teeth also deteriorate after a few years. Flesheaters are extremely long-lived, but rarely breed in captivity, making them even more valuable. Most Orks who own Flesheaters are either already Nobz, or become Nobz on account of the wealth derived from owning these Squigs. Not surprisingly, impoverished Orks sometimes attempt to steal a Flesheater, or even raid rival settlements to capture them. &lt;br /&gt;
&lt;br /&gt;
They are literally a mobile money-making machine - who says money can&#039;t grow on &amp;lt;s&amp;gt;trees&amp;lt;/s&amp;gt; animals?&lt;br /&gt;
&lt;br /&gt;
===Gas Squig===&lt;br /&gt;
[[File:GasSquigs.jpg|150px|thumb|right|Gas Squig.]]&lt;br /&gt;
&lt;br /&gt;
It is a Squig that literally has a [[Lulz|killer fart.]]&lt;br /&gt;
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The Gas Squig produces a gas so toxic that Orks with gas masks throw this Squig in combat, using the Squig itself as a chemical weapon. Besides their use as a one-time explosive, the Ork can just let the Squig run loose in the battlefield, spreading as much chaos as possible as these nasty little runts can cover an entire field in a bath of toxic miasma and corrosive chemicals. &lt;br /&gt;
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It is unknown what type of chemicals allow the Gas Squig to unleash a untold volume of lethal farts. High levels of methane or magic/warp-related bullshit is the only potential answer.&lt;br /&gt;
&lt;br /&gt;
They are seen as one of the summoning Squigs in Warhammer Online.&lt;br /&gt;
&lt;br /&gt;
According to the illustration of Warhammer Online, Gas Squigs look like normal Attack Squigs but with hole-like projections that constantly spew out the toxic materials like chimneys.&lt;br /&gt;
&lt;br /&gt;
===Grabber-Slasher Squig===&lt;br /&gt;
[[File:Grabberslasher.jpg|150px|right|thumb|Grabber-Slasher/Big Squig]]&lt;br /&gt;
&lt;br /&gt;
These guys originated way back in older editions of Warhammer, when Squigs were the result of Tyranids consuming Orkoid biomass instead of being fungoid kin. The Grabber-Slasher is a form of large ambush Squig that prefers to lurk in ducts and either grab prey with its massive arm and drag it away to devour, or hump-slash it with its big crotch-spike.&lt;br /&gt;
&lt;br /&gt;
As one can imagine from things &#039;&#039;that&#039;&#039; early on, they look like fucking abominations out of a Cronenberg film. Seriously, that giant clawed hand on top of its head does not help. They also apparently have a chameleonic ability to change their skin colour and texture to hide better in crevices and ducts. But again, with that giant hand and [[/d/|horned dick,]] the idea of it being chameleonic should be taken with some salt. Even worse is the fact that the Tyranid Hive Mind used it as a prototype to the Lictor in early editions, using it to assassinate those who threatened the plans of the Tyranids. Imagine the shame and humiliation of being killed by something as fugly as THAT!&lt;br /&gt;
&lt;br /&gt;
When Squigs were later retconned into being always a part of the Orkoid Fungus Biosphere, the Grabber-Slasher was retconned into being just a [[Derp|&amp;quot;Big Squig&amp;quot;]], which is honestly, quite disappointingly generic.&lt;br /&gt;
&lt;br /&gt;
===Hair Squig===&lt;br /&gt;
[[File:Hairy.jpg|150px|right|thumb|Hair Squig.]]&lt;br /&gt;
Do you want to know how and where the Orks get their hairy ponytails from? The answer is obviously simple: they use Squigs to do the job, due to Orks being naturally hairless. Hair Squigs are a parasitic variety of Squig which possess small bodies, no legs, no eyes, and a pair of pincers in place of a mouth. &lt;br /&gt;
&lt;br /&gt;
They have long hair running from their tiny bodies that Orks like to customize and dye after clamping the Squig&#039;s pincers onto their own hairless heads; this customization has no effect on the Squig&#039;s health.&lt;br /&gt;
&lt;br /&gt;
One particular variety of Hair Squig is known as a &#039;&#039;&#039;Chin Squig&#039;&#039;&#039;. These creatures feature a long thin body with claws and hair all over it and serve as the equivalent of a beard. They are also known to be a sign of age and status among Orks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Hair Squig.jpg&lt;br /&gt;
File:Chin_Squig.jpg|Chin Squig.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Limpin Squig===&lt;br /&gt;
[[File:AoSSquigs-Jan8-SquigBall1jvrh.jpg|150px|right|thumb|Limpin Squig or a turkey drumstick, you make the call.]]&lt;br /&gt;
&lt;br /&gt;
[[Lolwut|A Squig football/handegg. It makes sense in context.]] &lt;br /&gt;
&lt;br /&gt;
Technically, this squig is from [[Blood Bowl]] rather than the [[Age of Sigmar|Mortal Realms (AKA Age of Sigmar)]], but its existence is so hilariously dumb it might as well be part of the Squig family. Also known as the Squigball, Orc teams are known for using Squigs as balls, shearing one leg off so it can’t run away. Sometimes, they just find a particularly bulbous Squig and then literally kick its ass.&lt;br /&gt;
&lt;br /&gt;
These Squigs must be extremely durable, squishy and bouncy. The best Limpin&#039; Squigs have flesh that is extremely flexible, sturdy bones to survive repeated impacts and kicks, a skin firm enough to be held onto for long periods of time, an attitude that makes sure it doesn&#039;t ends up biting its holder in the middle of some intense Blood Bowl, and just the right enough shape to bounce to its trajectory.&lt;br /&gt;
&lt;br /&gt;
It is not known is they exist in 40k or AoS, although seeing as how Orks/Orcs are stereotypical British hooligans, we wouldn&#039;t be surprised if they did.&lt;br /&gt;
&lt;br /&gt;
===Mendin&#039; Squig===&lt;br /&gt;
[[File:Squig-hairy-medical.jpg|150px|thumb|right|Mendin&#039; Squig.]]&lt;br /&gt;
Mendin&#039; Squigs, or more commonly (and annoyingly) called Hairy Squigs (again not to be confused with Hair Squigs much to the Xenobiologist&#039;s constant frustration), are a type of medicinal Squig. Hairy/Mendin&#039; Squigs are used by Painboyz as sutures. The Painboy simply applies it to the open wound, which it holds closed with its tiny, needle-like teeth. The Painboy then twists its tail off, leaving the head embedded in the flesh, repeating the process until the wound is &amp;quot;riveted up.&amp;quot; The Mendin&#039; Squig feeds off blood oozing from the wound, thus keeping it clean and free from infection. By the time it shrivels and drops off, the wound has usually healed. &lt;br /&gt;
&lt;br /&gt;
This form of medical technique is actually quite closer to reality than you&#039;d think. Some South American and African tribes use particularly large bulldog ants to act as crude sutures. They just grab the ants and allow the powerful jaws to snap shut on the wound and like the Mendin&#039; Squigs they then twist its body off, leaving only the head which is still in contact with the wound until it shrivels and falls off once fully healed.&lt;br /&gt;
&lt;br /&gt;
===Herd Squig===&lt;br /&gt;
[[File:HerdSquig.jpg|150px|right|thumb|Herd Squig.]]&lt;br /&gt;
Herd Squigs have been specially bred and developed by Runtherds for the purpose of herding and controlling the herds of Runtz. They are related to the many varieties of pet Squigs, but have been selectively bred for their speed, intelligence, ferocity and endurance. &lt;br /&gt;
&lt;br /&gt;
Their long, sensitive snouts and keen ears enable them to track down errant Snotlings and Gretchin wherever they might hide. Herd Squigs are excellent tracking beasts, and can follow trails which are days old. &lt;br /&gt;
&lt;br /&gt;
They are also called Squighounds, which as you already know, [[Herp|should not be confused with the Guard Squig who already bears that nickname or the actual Squighounds themselves.]]&lt;br /&gt;
&lt;br /&gt;
They look like pigs but more Orky.&lt;br /&gt;
&lt;br /&gt;
===Hoppa Fungus===&lt;br /&gt;
[[File:DKI3T3c3fv3xNy92.jpg|150px|right|thumb|Hoppa Fungus]]&lt;br /&gt;
A Hoppa Fungus or Fun-Hoppas, are a type of Squig that skirts the line between Orkoid Mushroom and Squig, from the Snotling Blood Bowl set. They are small, round, lumpy &amp;quot;mushrooms&amp;quot; with a cartoony, squiggy face on their front. There are two sizes of them, one for throwing like a living rock and another for riding like a moon hopper, even more so than normal squigs as these ones lack legs. &lt;br /&gt;
&lt;br /&gt;
How they managed to hop around without a leg, we are not too sure, although more technical elegan/tg/entelmen had assumed that they use their entire body mass as one giant muscle like a snake, to propel themselves for locomotion.&lt;br /&gt;
&lt;br /&gt;
They seem overall, pretty harmless as far as Squigs go, given that they don&#039;t seem to routinely eat their riders or throwers. But boy do these giant grey meatballs look like they came out of a Loony Tunes cartoon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
Hopper_Fungus.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Horned Squig===&lt;br /&gt;
[[File:HornedSquig.jpg|150px|right|thumb|Horned Squig.]]&lt;br /&gt;
&amp;lt;s&amp;gt;A Squig that&#039;s [[/d/|&#039;&#039;so Horny!&#039;&#039;]]&amp;lt;/s&amp;gt; {{Blam}}&lt;br /&gt;
&lt;br /&gt;
The Horned Squig is a Squig gifted with long, sharp horns stretching from its head that Orks often jam into barricades to serve as living obstacles or act as a moving and mobile battering ram for siege warfare. They act like bulls and if used against troops, often ram their horns into some poor unfortunate sod in a relentless, charging stampede. They have a brighter red color scheme than Cave Squigs.&lt;br /&gt;
&lt;br /&gt;
If the Horned Squig is disabled, then the Ork can simply just strap the Squig on its forearm and use it as a living weapon. The Orks are anything but wasteful and is capable of using anything, even other living organisms, to its &#039;full&#039; potential. &lt;br /&gt;
&lt;br /&gt;
Like the Gas Squigs they are seen as one of the summoning Squigs in Warhammer Online.&lt;br /&gt;
&lt;br /&gt;
===Mimic===&lt;br /&gt;
[[File:Squig_Mimic.PNG|150px|right|thumb|Mimic.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;CA-CAW! OI GITZ GET MOVIN UNLESS YOU WANT ME TO TELL DA BOSS ON WHO IS MUCKIN&#039; ABOUT!&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
A particularly popular type of pet Squig is known as the Mimic. As you imagine, they are Ork parrots. This Squig has a large and toothy beak-like mouth (it also apparently has feathers) and is vaguely parrot-like in both appearance and function. &lt;br /&gt;
&lt;br /&gt;
Mimics can be seen perched on the shoulders of many an old and haggard Ork, usually from the [[Freebooterz]] to keep the pirate theme, squawking expletives and insults at Greenskin passersby. Kaptins have a endearing affection for these little creatures and their ability to shout and swear at larger and more opposing Orks is often seen as a humorous delight to the Kaptin. Woe to any Ork who accidentally swats one of these creatures out of annoyance. [[FATAL|The chance of getting your head wired to a Big Lobba by a pissed off Kaptin? Too high.]]&lt;br /&gt;
&lt;br /&gt;
===Oily Squig===&lt;br /&gt;
[[File:Grot_Oiler.jpg|150px|right|thumb|Oily Squig.]]&lt;br /&gt;
The Oily Squig is a variety of Squig bred by Ork Meks to create fuel for the Orks&#039; ramshackle vehicles. They create the fuel, an organically-synthesized version of Promethium, in their rotund bellies, and it can be squeezed out of their anteater-like trunks. These Squigs have no mouths, other than their trunk, and are not combat-oriented like their far more aggressive counterparts. &lt;br /&gt;
&lt;br /&gt;
The most efficient way of extracting the oil from the creatures is to use a large pressing machine, although more primitive methods, such as having gretchin to jump up and down on them are also widely used. Orks prepare the barrels of the squig oil in advance and take those with them when they go on campaigns.&lt;br /&gt;
&lt;br /&gt;
There exist two varieties of Oily Squigs: one with arms and a distinct head, and one that resembles an Attack Squig with a trunk for dispensing their fuel oil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Squig-oily.jpg&lt;br /&gt;
File:7e-grotoiler.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Paint Squig===&lt;br /&gt;
[[File:PaintSquig.jpg|150px|right|thumb|Paint Squig.]]&lt;br /&gt;
Orks can be creative artists too! This small, vividly colored Squig excretes powerful dyes that are used as warpaint. These paints are also used by Gretchin artists as pigments for wall paintings and decorative banners. &lt;br /&gt;
&lt;br /&gt;
Many Paint Squigs have tufts of hair on their trails, which allows the artist to use the Squig as both a brush and tube of paint simultaneously. The shells of Edible Squigs are also used by Gretchin artists as paint pots and palettes. &lt;br /&gt;
&lt;br /&gt;
===Parasite-Hunting Squig===&lt;br /&gt;
[[File:Parasite-Hunter.jpg|150px|right|thumb|Parasite-Hunting Squig.]]&lt;br /&gt;
Parasite-Hunting Squigs are tiny but voracious feeders used to clear an Ork&#039;s body and clothes of parasites. An Ork simply drops a handful of these Squigs into his clothing and lets them crawl around. They look like Orkified spiders, which can give arachnophobes nightmares but the Orks don&#039;t give a zog.&lt;br /&gt;
&lt;br /&gt;
The Squigs prey on lice, ticks and other vermin the Ork may have acquired in the course of his many unsavoury habits. When the engorged Parasite-Hunting squigs drop out of the Ork&#039;s clothing, the Ork simply gathers them up and pops them into his mouth for a juicy snack.&lt;br /&gt;
&lt;br /&gt;
===Rat Squig===&lt;br /&gt;
[[File:RatSquig.jpg]]&lt;br /&gt;
[[File:Rat_Squig.JPG|150px|right|thumb|Rat Squig]]&lt;br /&gt;
A unholy abomination spawned from [[Skaven]] science (is anybody surprised?).&lt;br /&gt;
&lt;br /&gt;
The Rat Squig is a species of Squig created by Clan Moulder by fusing rat or skaven meat with Squigs, creating a form of furry, rat-faced squig with scaly patches of leathery skin, and the ability of regeneration. They apparently also have bloodlust, even in comparison to normal squigs.&lt;br /&gt;
&lt;br /&gt;
They commonly do not have flat backs like Skarl, the Rat Squig in the illustration above, who is also outfitted with a specially-made saddle able to carry his Grey Seer master, Farquan (also in the illustration). It is unknown if Farquan is the member of Clan Moulder responsible for creating the original Rat Squigs, or just his mount Skarl. Now whether they breed via spores like a normal Squig, we have no idea as the fluff doesn&#039;t really go that much into it.&lt;br /&gt;
&lt;br /&gt;
There is a mod in Total War: Warhammer called [https://steamcommunity.com/sharedfiles/filedetails/?id=2746640530 Elon&#039;s Rat Squigs] where these creatures were implemented in. Most of the images came from this mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Rat_Squig_Mod.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpisquig===&lt;br /&gt;
[[File:Spiker_M01.jpg|150px|right|thumb|Scorpisquig tail.]]&lt;br /&gt;
Scorpisquig Stingers are used by Gloomspite Gitz Gobbapalooza Spiker Shamans on the end of their Stikkas for stabbing things with poison. Not much is known about them, and we mean it &#039;&#039;literally&#039;&#039;. Seriously, the only thing shown of them is the barbed-end of their stinger tail.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, we can assume that the Scorpisquig is a much sought-after source of Squigs that these goblins hunt, as even after their stingers are lobbed off from their bodies, they still retain enough venom to be an effective and dangerous weapon.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, the goblin who carries such a weapon are incredibly mutated, sprouting extra limbs and eyes that mimics that of the Scorpisquig (we assume). Like seriously, these guys are severely fucked up, so one wonders what kind of warp fuckery they were dabbling in; perhaps, in an ironic twist, these guys may actually slowly transform into a Scorpisquig itself after (Assumingly) consuming its flesh. Whatever the case, the Scorpisquig wielders are not to be fucked with.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Screech Squig===&lt;br /&gt;
[[File:Screech_Squig.JPG|150px|right|thumb|Screech Squig]]&lt;br /&gt;
&lt;br /&gt;
A mysterious Squig referred to as having [[Sonic Weaponry|oversized lungs that allow it to make an extremely loud screech.]] Screech Squigs disorient, incapacitate and/or make the enemy&#039;s eardrums burst with one of the most horrid sounds possible (We in /tg/ imagines it as mixing the cries of an infant that has sand paper in its throat with that of fingernails scratching the surface of a chalkboard). They are one of the numerous forms of living ammunition from the [[Rukkatrukk Squigbuggy]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite being important enough to be mentioned in fluff, they still didn&#039;t really get that much screen time... or an identifiable model for that specific matter in the first place.&lt;br /&gt;
&lt;br /&gt;
Fortunately for us in /tg/, the Rukkatrukk Squigbuggy model holds so many Squigs in its trunk and around the vehicle that we can sort of guess which Squig might be the Screech Squig. Due to the fact that it is nothing more than a living Sonic Weapon, the Screech Squig needs both a big mouth and a wide barrelled body to encompass its huge lungs; unfortunately, most Squigs have a big mouth and a wide body. Likewise, we hypothesize that the Screech Squig might be in fact, the big Squig we see inside of the Heavy Squig Launcha, due to the fact that its mouth is close relatively shut and will only open once fired from the Launcha. You wouldn&#039;t want your Boyz to go all bleeding in their noggins because they failed to pacify that thing, right?&lt;br /&gt;
&lt;br /&gt;
A similarly themed and named Squig exists in Age of Sigmar called the &#039;&#039;&#039;Syari Screamersquig&#039;&#039;&#039;. A rare albino beast that loathes any form of light, and reacts to it with ear shattering screams. Unfortunately for it, it’s native to the Syari region of the Realm of Light. It’s been hunted to near extinction by the Lumineth Realm-Lords and is prized by many Grot Loonbosses for its screaming powers.&lt;br /&gt;
&lt;br /&gt;
===Snufflesquig===&lt;br /&gt;
[[File:Snufflesquig.PNG|150px|right|thumb|Snufflesquig]]&lt;br /&gt;
&lt;br /&gt;
Squig truffle pigs but more [[Derp|derpy in appearances.]] &lt;br /&gt;
&lt;br /&gt;
Snufflesquigs are little more than massive noses and snapping mouths with wiry little legs that can be trained by Sneaky Snufflers to identify Looncaps, a type of mushroom that grows from the light of the Bad Moon, from others that induce effects such as vomit slime, break out in luminous yellow spots, babble uncontrollably or even burst into flames. When the Bad Moon approaches these unique squigs begin to howl with raised snouts.&lt;br /&gt;
&lt;br /&gt;
Like truffle pigs, Snufflesquigs have a tendency to eat these shrooms if not carefully attended.&lt;br /&gt;
&lt;br /&gt;
May be a reference to Snuffler Orcs, a breed of Orc from Middle Earth described as small, black, and huge nosed, used for tracking victims.&lt;br /&gt;
&lt;br /&gt;
===Smasha Squig===&lt;br /&gt;
[[File:LAEMX6Acaz90SDmn.jpg|200px|right|thumb|Smasha Squig]]&lt;br /&gt;
A cousin to the [[Squighog]], the Smasha Squig is basically an orkified [[Dinosaur|Pachycephalosaurus]].&lt;br /&gt;
&lt;br /&gt;
Smashas are usually ridden by [[Nob]]s from the [[Beast Snagga]] sub-kulture, where they are often found leading mobs of [[Squighog Boy]]z into battle. The Smasha Squig itself is bipedal, running on two legs rather than four. It is also larger, tougher, and even more ferocious than your regular old [[squighog|Squig Bacon]]. Any Nob who has managed to beat a Smasha Squig into submission is &#039;&#039;not&#039;&#039; an Ork to be trifled with.&lt;br /&gt;
&lt;br /&gt;
Once &amp;quot;tamed,&amp;quot; a heavy armor plate is bolted to the Smasha Squig&#039;s skull. This is not done to protect the squig, for among its kind it is already noted for having an exceptionally thick skull encasing an exceptionally tiny (and shock-resistant) brain. Rather, the plate enhances the beast&#039;s natural head-butting tendencies so that the Smasha truly becomes a living, snarling wrecking ball. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Smasha Squig complements the Nob rider who is already a beast (pun intended) in close combat. Crunchwise, this oversized fungal dinosaur grants additional attacks with its jaws and its Smasha &#039;Ead has a chance to deal up to [[rape|five mortal wounds]] after a charge or heroic intervention. Finally, the rider is equipped with a Big Choppa and a slugga, and with T6 and 5 wounds the model is just as hard to kill as you&#039;d expect.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Spiky Squig===&lt;br /&gt;
[[File:Spiky.jpg|150px|right|thumb|Spiky Squig.]]&lt;br /&gt;
Spiky Squigs look like a living ball covered with spines which, as an instinctive reaction when agitated, can shoot out at any threatening creature rather like porcupines were once thought to do. These spines inflict a poisonous sting on anyone struck by them, though the effect of the poison on Orkish flesh is not as drastic as it is on other races due to the similar biology of all Orkoid races. Squigs of this kind are used in some bionik arms fitted with cages and a quick release system, so they can be used as a close combat weapon like a living Morning Star.&lt;br /&gt;
&lt;br /&gt;
Spiky Squigs move via rolling around like a ball; however when it comes to hunting food, it propels itself at high speed before launching into the unsuspecting prey, launching its poisonous spines and letting it run its course. This unusual hunting method has been seen by xenobiologists as bizarre and weird.&lt;br /&gt;
&lt;br /&gt;
===Spiteshroom===&lt;br /&gt;
[[Image: Spiteshroom.png|150px|right|thumb|Spiteshroom]]&lt;br /&gt;
&lt;br /&gt;
A creature that blurs the line between Squig and Fungus, much like Hoppa Fungus. Spiteshrooms are fungal creatures that inhabit the dark and damp caves favoured by Dankhold Troggoths. They emit an incessant high-pitched shrieks and shrill idiot ditties that distracts even the most veteran warriors. The fungal clouds they release can rot flesh from bone. They are favored as familiars of Madcap Shamans.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that they seemed locked into ground like actual mushrooms, Spiteshrooms are immobile like the larger Stalagsquig.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Spiteshroom_and_Stalagsquig.JPG|With a Stalagsquig in a &#039;&#039;literal&#039;&#039; face off.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;Sploding Squig===&lt;br /&gt;
[[File:Splodin_Squig.jpg|150px|right|thumb|&#039;Sploding Squig.]]&lt;br /&gt;
A biological grenade used by the Orks if they run out of stikkbombs. &#039;Sploding Squigs possess multiple stomachs, each containing a thick broth of unstable digestive chemicals. Some &#039;Sploding Squigs are covered in spines which may act as fragmentation when it explodes.&lt;br /&gt;
&lt;br /&gt;
When agitated, usually though violent shaking, the &#039;Sploding Squig&#039;s digestive juices combine into a combustible liquid, causing the Squig to explode in a shower of meat, teeth, and bone fragments. While typically thrown in combat, &#039;Sploding Squigs are also often buried and used as mines. Orks are known to force-feed &#039;Sploding Squigs a meal of scrap metal before battle in an effort to enhance their lethality.&lt;br /&gt;
&lt;br /&gt;
If the Ork is feeling a bit picky and doesn&#039;t really want to risk having his head blown off by enemy snipers he can just let the Squig go off to its intended target. Of course this may not result in the desired outcome as the Squig may be shot before it gets the chance to explode or the Squig wouldn&#039;t even explode in the first place and just growls at the target harmlessly. &lt;br /&gt;
&lt;br /&gt;
However, the widespread use of regular Bomb Squigs has lessened the value of &#039;Sploding Squigs. No need to wait around for a specialized and uncommon Squig to mature when the most common type of Squig (plus explosives) already fulfill their purpose.&lt;br /&gt;
&lt;br /&gt;
===Spore Squig===&lt;br /&gt;
[[File:AoSSquigs-Jan8-SporeSquig3mteg.jpg|150px|right|thumb|Spore Squig]]&lt;br /&gt;
&lt;br /&gt;
[[Drug|A Squig to huff some shrooms and get high.]]&lt;br /&gt;
&lt;br /&gt;
A walking LSD projector. These little squigs are used defensively by Fungoid Cave-Shamans, who need but stamp on one to release an obscuring cloud of spores. The Fungoid Cave-Shamans themselves are the lepers of Goblinkind. Found only in [[Age of Sigmar]], the mushroom-gobbling grot maniacs known as Cave-Shamans are obviously not right in the head. &lt;br /&gt;
&lt;br /&gt;
To these greenskinned nutters, to get lost in a brain-mangling vision is to grow closer to the side of Gorkamorka that epitomises cunning and trickiness over brute strength, which is the side that all grots like the best. &lt;br /&gt;
&lt;br /&gt;
The Spore Squig is nothing more than a living, breathing hookah for the greenskin to sniff some grade-A meth and can, on command, release said spores towards its enemies to make them just as high as the Squig&#039;s personnel caretakers. &lt;br /&gt;
&lt;br /&gt;
Moral of the story, don&#039;t do drugs kiddos, especially on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Squigadon===&lt;br /&gt;
[[File:Squigadon.JPG|200px|right|thumb|Squigadon.]]&lt;br /&gt;
A form of Squig larger than a Great Cave Squig but smaller than a Giant Squig. Maybe a smaller [[Squiggoth]]. &lt;br /&gt;
&lt;br /&gt;
First appeared in White Dwarf utilized by Hobgoblins. The creator of this monster was Nick Bayton who literally used a Large Squiggoth from Forgeworld and converted it into a unit for Fantasy by using the [[Lizardmen|Stegadon]] rules in battle. Whilst it may look big, don&#039;t let it fool you. Perspective is deceptive and whilst hobgoblins may view it as huge, you should take note that hobgoblins are like half the height of a human, so that Squigadon would be slightly bigger than a rhino.&lt;br /&gt;
&lt;br /&gt;
Seeing as how the Squigadon is literally a converted [[Squiggoth]], whether it would be considered another demonym for a Squiggoth or an entirely different subspecies is unknown. Moreover, how &#039;canon&#039; this Squig is, we have no clue since it only appeared in &#039;&#039;one&#039;&#039; issue of White Dwarf and that&#039;s it. We don&#039;t even have any of the barest hints of fluff. So your guesses on its validity are as good as ours. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
W8ox5l0jxaua.jpg|As it appeared in White Dwarf.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Squiggoth]]===&lt;br /&gt;
The largest of all squig species, they have their own page, but can basically be summed up as &amp;quot;Squig Megafauna&amp;quot;. Most look like some sort of quadrupedal dinosaur with a mouth full of fangs, but some adapted for Ice Worlds resemble a Woolly Rhinoceros with a massive nose horn and two massive tusks.&lt;br /&gt;
&lt;br /&gt;
===Squigeon===&lt;br /&gt;
[[File:Squigeon3.jpg|150px|right|thumb|Squigeon.]]&lt;br /&gt;
&lt;br /&gt;
Squigeons (&#039;&#039;Orkus aerium&#039;&#039;) are the Squig counterparts of the Terran pigeon or columbidae if you are feeling fancy, often utilized for sending messages during battle amongst Ork tribes that lack more advanced methods of communication. Although they are sometimes hunted by the dreaded Squighawk or used as target practice by Stormboyz.&lt;br /&gt;
&lt;br /&gt;
[[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-|They are the cutest little orkspawn your will ever get the chance of meeting.]] Unfortunately, due to GeeDubs incompetence, we never ever get to see them further fleshed out in fluff. This time the Commissar would be fine with you petting a Squigeon. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Squigeon.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Squighawk===&lt;br /&gt;
[[File:SquigHawk.jpg|150px|right|thumb|Squighawk.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:200%&#039;&amp;gt;&#039;&#039;&#039;BA-CAAAWK! OM NOM NOM NOM NOM!&#039;&#039;&#039;&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Think of a Orkified Pterodactyl. Squighawks are a wild, flying species of Squig that are large enough to eat Orks. Thus, they are ECKS BAWKS HUEG.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they are often too difficult to be trained (could be because the Squighawk view Orks as prey too) and are as such are rarely used by Ork Runtherdz-- which is saying something considering the Orks manage to successfully tame the much larger Squiggoth.&lt;br /&gt;
&lt;br /&gt;
Still, it would be cool if we actually got to use these &amp;lt;s&amp;gt;Dinosaurs&amp;lt;/s&amp;gt; flying reptiles on the tabletop. Chances are these things could potentially reach a size to rival some larger Tyranid flying strains such as the [[Harpy]].&lt;br /&gt;
&lt;br /&gt;
===Squig-Hog===&lt;br /&gt;
[[File:Beast Snaggas.jpeg|200px|right|thumb|Squig-Hog]]&lt;br /&gt;
[[Boarboyz]] haven&#039;t been mentioned in core Ork fluff for quite some time. While they were cool in their own way, it didn&#039;t really ever make sense for Orks to be riding Earth animals in the first place. Well, as of 9th Edition it seems that Boarboyz have been retconned and/or [[squatted]] for good, because [[Squighog Boy]]s have now been introduced as a far more [[awesome]] type of Ork heavy cavalry. Squig Hogs are tougher, larger, and far more dangerous than other types of cavalry such as a horse or warboar, and they can eat pretty much anything that fits in their mouths (including the rider, if he fails to keep his mount in line). However, the horse still has a modest speed advantage.&lt;br /&gt;
&lt;br /&gt;
[[Beast Snagga]]s use them as cavalry like the Imperium&#039;s [[Rough Riders]] and they are &#039;&#039;thicc&#039;&#039; enough that a [[Gretchin]] can hop on as well. Snaggas who ride these guys are called [[Squighog Boy]]z. While Squighog Boyz can belong to any Klan, they are presumably most common among the [[Snakebites]].&lt;br /&gt;
&lt;br /&gt;
Crunchwise, Squighogs have a pretty nasty bite of S6, AP-1 and D2, meaning you should be able to dispatch the now tough-to-kill [[Primaris Space Marines]] as well as other MEQs and GEQs consistently. What you want from it however, is the fact that these walking fungal bacons are allowed 2 additional attacks every time the unit fights. Combined with the additional weapons from the Ork himself and you get a nasty cavalry unit.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Squighound===&lt;br /&gt;
[[File:Squighound.jpg|right|150px|thumb|Squighound.]]&lt;br /&gt;
Squighounds (&#039;&#039;Orkus canis&#039;&#039;), commonly known as &amp;quot;Growlers,&amp;quot; are a variation of the Attack Squig, used by Ork Slaverz to help them keep the Gretchins and slaves from other races in line. Most have four legs, although two-legged varieties certainly exist. &amp;quot;Growlers&amp;quot; are also often kept as a form of pet by other Orks, as they are roughly the size of a small dog, hairy, and particularly vicious. &lt;br /&gt;
&lt;br /&gt;
A Pet Squig often scurries about behind its master, barely under his control, giving its owner no end of amusement and laughs [[Troll|especially when the Squig snaps at the ankles of another Ork.]]&lt;br /&gt;
&lt;br /&gt;
They are not to be confused with the Guard Squig or Herd Squig who are also [[Derp|referred to as &#039;Squighound&#039;.]]&lt;br /&gt;
&lt;br /&gt;
===Squigosaur===&lt;br /&gt;
[[File:Squigosaur_2.JPG|200px|right|thumb|Squigosaur]]&lt;br /&gt;
The Squigosaur are large two-legged squigs that [[Beast Snagga]]s ride upon. They are similar in appearance to the Smasha Squig, but whilst the Smasha Squig is an Orky Pachycephalosaurus, the Squigasaur is the Allosaurus of the family.&lt;br /&gt;
&lt;br /&gt;
The most famous of these is the Big Chompa, otherwise known as &#039;&#039;&#039;The Great White Squig&#039;&#039;&#039; (AKA the Great White Shark on legs or &amp;quot;I can&#039;t believe it&#039;s another Moby Dick reference!&amp;quot;), a legendary alpha Squigasaur regarded as the most belligerent, vicious, and savage of its kind. It was responsible for a breathtaking number of missing Boyz and thought to be utterly untameable-- that is, until Beast Snagga Mozrog Skragbad appeared with all his chad energy and proceeded to beat the ever-loving shit out of it for three days until it complied.&lt;br /&gt;
&lt;br /&gt;
Although he has tamed the Squigosaur, it will revert to its original destructive nature when he is not nearby. In order to keep Big Chompa in line, the long-suffering Skragbad is forced to keep himself at its side and the two are rarely seen apart.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Squigosaur&#039;s jaws works lethally well with a mounted [[Beastboss]]; three extra attacks which can practically gobble up [[Terminator]]s - especially if you roll a 6 to hit and score 3 mortal wounds. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Squigosaur.JPG|The Great White Squig&lt;br /&gt;
HxDM6t0oZyXjrBtR.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Squigpipe===&lt;br /&gt;
[[File:Pipe.jpg|150px|right|thumb|Squigpipe.]]&lt;br /&gt;
Just to further hone the Scottish stereotype within the Orks (prejudice much, GeeDubs?), this special type of Squig is used by the Orks as a musical instrument. Several tube-like proboscises emerge from this Squig&#039;s bag-like body. &lt;br /&gt;
&lt;br /&gt;
The Musical Squig can be tucked under one arm and inflated by blowing down one proboscis. Then, by squeezing the Squig, weird and terrifying sounds can be made through the creature&#039;s other proboscis pipes. This turns the Squig into a musical instrument, much like the bagpipes, but a thousand times more cacophonous. Orks like to go into battle accompanied by this Squig much to the detriment of their enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:OCG-grot-playing.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Squigshark===&lt;br /&gt;
[[File:SquigShark.jpg|150px|right|thumb|Squigshark.]]&lt;br /&gt;
Orks as Jaws. Squigsharks are the Squig counterparts of Terran sharks that inhabit Ork-infested worlds. And no they are not huggable; your local Commissar definitely urges you to &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; pet one out of safety and preventing potential stupidity.&lt;br /&gt;
&lt;br /&gt;
They are known to be very dangerous beasts and many Ork sailors trying to cosplay as Moby Dick end their lives as a food for Squigsharks. Whenever one appears, it is obligatory to play the signature Jaws music. They are by far the top oceanic predator of any Ork World.&lt;br /&gt;
&lt;br /&gt;
YOU. HAVE. BEEN. WARNED.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Deff_Skwadron_Squig-Shark-2.jpg|Dun dun...dun dun...dun dun dun dun dun....&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Snake-Squig===&lt;br /&gt;
[[File:Snake-Squigs.jpg|170px|right|thumb|Snake-Squig]]&lt;br /&gt;
The Snake-Squig is a very little known species of Squig only shown as an illustration with a [[Snake Bites]] [[Weirdboy]] of said Snake-Squig constricting the Odd Boy like something out of Indiana Jones and the Temple of Doom.&lt;br /&gt;
&lt;br /&gt;
Speaking of Temple of Doom, it is quite possible that a Weirdboy uses his psychic mumbo-jumbo to control them like a snake charmer controls a snake. Of course, what the Weirdboy actually &#039;&#039;does&#039;&#039; with the snakes, we have no idea, as they are just there to make him look cool.&lt;br /&gt;
&lt;br /&gt;
In terms of its ecology, the Snake-Squig should share the same niche and behaviour as... well... a regular old snake, specifically the constrictor kind when you compare it to its sheer size. These beasts are about 2-3 meters long, if the image is any indication, and is presumably capable of chomping down prey as it is, swallowing them whole.&lt;br /&gt;
&lt;br /&gt;
But its role is never ever really known given that all Snake-Squigs are actually victims of Old Zogwort who managed to Harry Potter them into &#039;&#039;becoming&#039;&#039; a Snake-Squig. Because Old Zogwort is the only known Ork that does this, whether the Snake-Squig is an actual Orkoid species or just the consequence of psychic mishap is currently unknown.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Squig Gobba===&lt;br /&gt;
[[File:Squig Gobba 2.jpg|200px|right|thumb|Squig Gobba.]]&lt;br /&gt;
A [[Forge World]] model the size of a colossal squig. The difference is that this one can fire smaller squigs out of its mouth. The Squig Gobba is essentially living artillery. &lt;br /&gt;
&lt;br /&gt;
Dragged and prodded onto the battlefield by its malevolent Goblin tenders, it is a huge beast with an oversized gaping maw, a set of extremely powerful lungs and a ravenous appetite to rival even that of a Troll. With the Squig Gobba heavily chained into position to prevent it bounding off after the first tasty morsel it spies, its tenders start dragging lesser squigs from the cages surrounding them as battle is joined, slicking these vicious beasts with foul-tasting noxious liquids. &lt;br /&gt;
&lt;br /&gt;
This not only renders the creatures senseless for a short time, but also prevents the Squig Gobba from immediately swallowing them as the stunned squigs are unceremoniously stuffed into its jaws. Goblins can also make it explode if they want to.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Squig Gobba.jpg|Hey look! It seems that the last of the Gastric Brooding Frogs have evolved!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stalagsquig===&lt;br /&gt;
[[File:GloomspiteGitzDesignersNotes-Dec27-Stalagsquig10vx-1.jpg|150px|right|thumb|Stalagsquig]]&lt;br /&gt;
&lt;br /&gt;
Squigs are highly adaptable creatures, taking a myriad range of forms. Some, for example, infest the rock itself, creating Stalagsquigs.&lt;br /&gt;
&lt;br /&gt;
The Stalagsquigs are a what happens when orks and gobboz believe that &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&amp;quot;OIH DAT STONE FING OVER DERE LOOKS LIKE A BITEY SQUIG&amp;quot;&amp;lt;/span&amp;gt; and as such the power of [[WAAAGH|WAAAAAAAAAAAAAAAAAGH made it so.]] The species looks like normal stalagmites from afar but get close enough and you will be introduced to a stone skinned biting nightmare. This particular breed has yet to be seen in 40k but it is prevalent in Ye Age of golden hammer jackasses ([[Age of Sigmar]]). &lt;br /&gt;
&lt;br /&gt;
It is unknown how these squigs move (if they move at all) since they seem to have no visible legs, unless it&#039;s a luggage scenario where it sprouts thousands of little legs from its base when it wants to move... WELP, have fun sleeping after thinking about that. Emperor damn, it&#039;s like the [[Chaos Spawn|chaos spawns all ov-BGRIHSRAJKHSJAHDSAIUOFDGHU.]] However, according to Warhammer Community, they are totally immobile and viciously hungry creatures that make exploring caves in the Mortal Realms an even worse idea than you thought it was. &lt;br /&gt;
&lt;br /&gt;
As a side note there has been no recorded evidence on how big these squigs can grow to but seeing as how normal stalagmites can grow to be bigger than a skyscraper if given enough space we might have to worry about descending into caves in the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
===Swab Squig===&lt;br /&gt;
[[File:Swab.jpg|150px|right|thumb|Swab Squig.]]&lt;br /&gt;
The Swab Squig is a type of Hair Squig, but unlike the long trailing hair of its cousins, its round body is covered with short, fluffy fur. Orks use Swab Squigs to mop up during operations, and they come in handy for emergency handkerchiefs too. Despite looking like a giant fluffball they have a humongous mouth and are quite snappy too. Swab Squigs tend to share a comedic relation with [[Snotling|Snotlings]] due to the latter&#039;s mentally retarded habit of poking things that should not be poked, which often ends with the little snots running around having their asses bit by the Swab Squig.&lt;br /&gt;
&lt;br /&gt;
Non-pettable by your local Commissar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Squig-swab-2.jpg|It is wise not to pet something that looks cute....&lt;br /&gt;
File:Squig-swab-3.jpg|....Or else this happens. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Syringe Squig===&lt;br /&gt;
[[File:Syringe.jpg|150px|thumb|right|Syringe Squig.]]&lt;br /&gt;
Syringe Squigs are primarily used for medicinal purposes. These medical Squigs have natural properties which Painboyz find useful when patching together battle-damaged Orks. Syringe Squigs have a long needle-sharp proboscises with which they inject venom into their prey. Syringe Squigs exude a soporific venom which makes a fine anesthetic for Orks when the traditional anesthetic (known to other races as a &amp;quot;concussion&amp;quot;) is unavailable.&lt;br /&gt;
&lt;br /&gt;
Syringe Squigs are divided by their sizes to &#039;small&#039;, &#039;big&#039; and &#039;urty&#039; which are used depending on the strength of the dose required. The venom is sometimes extracted from the creature and used separately for mixing up some kind of special &#039;medicine&#039;, or if a really large dose is needed.&lt;br /&gt;
&lt;br /&gt;
There is also a special type of Syringe Squig called a &#039;&#039;&#039;Vaccine Squig&#039;&#039;&#039;, whose own immune system produces natural vaccines and antibodies to a host of different pathogens that are extracted and used by Painboyz to aid diseased Orks.&lt;br /&gt;
&lt;br /&gt;
===Tapewyrm Squig===&lt;br /&gt;
The Kruleboyz Orruk shaman Gobsprakk can summon a squirming swarm of Tapewyrm Squigs inside the stomachs of his enemies, sickening them and even causing them to explode in a shower of Waaagh! Magic like some sort of twisted DeviantArt fetish. Yeah.&lt;br /&gt;
&lt;br /&gt;
===Tomb Squig===&lt;br /&gt;
[[File:Tomb_Squig_placeholder.JPG|150px|right|thumb|Tomb Squig]]&lt;br /&gt;
From old-school Warhammer, Tomb Squigs are an albino breed of burrowing squig that feeds on corpses and undead alike. &lt;br /&gt;
&lt;br /&gt;
Often found in [[Dorf|Dwarfen]] tombs that have been broken open and looted, they are sometimes also found in graveyards where their presence often makes sure undead aren&#039;t present in these areas. Slightly smaller than regular Squigs, they possess amazingly powerful jaws for their size, which they use to break open stone sarcophagi and to bite through the ceremonial armour Dwarfs often bury their dead in. &lt;br /&gt;
&lt;br /&gt;
At the cost of there being corpse-eating squigs, these critters are as likely to attack and devour the undead as the actually dead (and living as well). As such, Tomb Squigs can serve as a [[Just As Planned|nasty surprise]]; really ruining a tomb robber’s day as not only do they present a threat to life and limb, [[Troll|they can also destroy valuable weapons and armour hidden in the tomb.]] &lt;br /&gt;
Source: https://warhammerfantasy.fandom.com/wiki/Tomb_Squigs&lt;br /&gt;
&lt;br /&gt;
===Tramplasquig===&lt;br /&gt;
[[File:Tramplesquig.JPG|200px|right|thumb|Tramplasquig]]&lt;br /&gt;
A quadrupedal Squig breed that is large enough to drag large vehicles. Tramplasquigs are the rhinoceros of the Squig family and their poor temper makes them a popular beast of war as well as a versatile beast of burden. &lt;br /&gt;
&lt;br /&gt;
The [[Beast Snagga]]s use them to carry their [[Kill Rig]]s and [[Hunta Rig]]s. Although they lack any other form of natural weapons other than their bulk and teeth, Beast Snaggas mount armored helmets with a giant blade on top to further maximize their carnage.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Tramplasquig is essentially the vehicle itself. It works well in conjunction with its ferried troops. As such, the whole thing is no slouch in melee either, as it not only has the squig itself fighting but also a bunch of boyz to hack away. What it does really well is if you have the Ramming Speed stratagem, as it not only throws it at an enemy from further away but it also drops some MWs on top of that, which can help with wiping the mob.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Vampire Squig===&lt;br /&gt;
[[File:Vampire.jpg|150px|right|thumb|Vampire Squig.]]&lt;br /&gt;
The Vampire Squig is a blood-sucking creature with long sharp fangs, used by Painboyz to bleed the patient and suck bad blood and pus from septic wounds. The Squig does not seem to mind what the blood is like or from what species it comes so long as it gets a regular and plentiful supply.&lt;br /&gt;
&lt;br /&gt;
When times are hard (which for Orks is when there&#039;s not much fighting) the Painboyz are forced to find other ways to keep their pets alive, which they do by extolling the benefits of regular bleeding to otherwise healthy Orks. It is also a good way to earn tons of teef in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=== Wyrdsquig ===&lt;br /&gt;
&lt;br /&gt;
[[File:Wyrd.jpg|150px|right|thumb|Wyrdsquig.]]&lt;br /&gt;
&lt;br /&gt;
A Wyrdsquig is a little known psychic Squig subspecies that has close genetic links to the Gnasher Squig. Despite their close relations, they are fucking hideous, looking more like an aborted love child between [[H.P. Lovecraft|Yog-Sothoth]] and the [[Halo|Timeless One.]]&lt;br /&gt;
&lt;br /&gt;
This subspecies is rarely encountered in the wild and possesses psychic abilities similar to those of Ork [[Weirdboy]]z. The Wyrdsquig is often employed in battle as a &amp;quot;psychic bomb,&amp;quot; releasing a catastrophic telepathic shockwave at the moment of its death. So in layman&#039;s terms, it is the Ork equivalent of a Imperial [[Grenades &amp;amp; Explosives#Psyk-Out Grenade|Psyk-Out Grenade]].&lt;br /&gt;
&lt;br /&gt;
They are one of the few Warp-based weapons that the Orks utilize along with the [[Shokk_Attack_Gun|Shokk Attack Gun]] and [[Tellyport_Blasta|Tellyport Blasta]].&lt;br /&gt;
&lt;br /&gt;
===Other Squigs===&lt;br /&gt;
	&lt;br /&gt;
The breeds of squigs are innumerable and there are a lot of other, little-known types of these creatures in existence. From tiny micro-organisms on Ork bodies to the gigantic beasts put in the Ork spaceships to create breathable atmosphere, each of them has an use in Ork society. Notorious breeds such as the yellow-spotted &#039;&#039;&#039;Facegnasha&#039;&#039;&#039;, the greater &#039;&#039;&#039;Fang-gob&#039;&#039;&#039;, or the infamous &#039;&#039;&#039;Leapin’ Deff&#039;&#039;&#039; are especially popular for their use as Bomb Squigs. In Age of Sigmar, it is further expanded with examples such as the &#039;&#039;&#039;Glo-Squig&#039;&#039;&#039; are a type bioluminescent squig used to light up Lurklairs of the Gloomspite Gitz. Most of the models below include original Squig models, although also included is a green, gelatinous blob that had two beady eyes, similar to a Japanese RPG Slime, which some fa/tg/guy thought was explainable as being like the Orkoid Fungus equivalent of a Slime Mold; searching has found that this is an unofficial model produced by a third party company, &amp;quot;Krakon Games&amp;quot;. The idea for the model being a Slime Squig probably came from the old Games Workshop Troll boardgames aimed at children, specifically &amp;quot;Squelch!&amp;quot;, one about Trolls playing a game involving stomping on Squigs; among the illustrated Squig Cards there is a little Slime Squig. There is also a Small, Hairy, Humanoid Squig, perhaps the Orkoid equivalent of a Gibbon, covered in what could be fungal cilia or mould, called a &amp;quot;Beastling&amp;quot; (see below), which is an older official model. There was a Squig with a face resembling a Grot&#039;s like the Cape-Bearing Squig, but with long, bendy tube legs like stilts. There were 2 spiderlike squigs, one with a face like an Ork&#039;s, the other with a massive piercing proboscis, called a &amp;quot;Coffin Crawler&amp;quot; which was responsible for feeding Tyranid Norn Queens. A White Dwarf Squig character was Niblitz, [[Gobbledigook]] the goblin/snotling&#039;s pet who resembled an attack squig covered in fuzz and with two little horns, who was often said to be &amp;quot;spiderlike&amp;quot; somehow. Niblitz may be the very first squig ever designed, as he first appeared before any other squig models. The Forest Goblins also used to be shown with Squigs who had arachnoid features, or even riding Spider-Squigs.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Squigs_Old_Mini.jpg&lt;br /&gt;
File:Retro_Squigs.jpeg&lt;br /&gt;
File:VariedSquigs.JPG&lt;br /&gt;
File:Niblitz.jpg&lt;br /&gt;
File: Forest_goblin_art_2.jpg&lt;br /&gt;
File: Forest_goblin_art_3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Gloomspite Gitz]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Feral Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Squigs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Megafauna]]&lt;br /&gt;
&lt;br /&gt;
{{template: Orks-Forces}}&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Snotling&amp;diff=435731</id>
		<title>Snotling</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Snotling&amp;diff=435731"/>
		<updated>2022-08-30T11:27:16Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Age of Sigmar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Snotling Art Main.jpg|right|400px]]&lt;br /&gt;
&#039;&#039;&#039;Snotlings&#039;&#039;&#039; (&#039;&#039;Orkus serverum&#039;&#039;) are the diminutive greenskins of [[Warhammer Fantasy]] and [[Warhammer 40000]]. A punishment for [[White Dwarf]] writers used to be being forced to paint a 5,000 point Snotling army. They&#039;re that bad.&lt;br /&gt;
&lt;br /&gt;
==Fantasy==&lt;br /&gt;
Generally left to their own devices, Snotlings do not fit into the traditional [[Orcs &amp;amp; Goblins]] hierarchy. Goblins torture them, like they do all things smaller and weaker than themselves, and Orcs will bully them into work for the same reason. In the latter scenario, Snotlings eagerly do as they are told with a full intent to please. Their lack of intelligence severely limits their helpfulness however, as an Orc demanding they bring him his favorite short stabba will receive everything but, and belonging to everyone else in his group. Many Orcs find their simplicity and willingness to cooperate endearing, luckily, naming them and keeping their favorites nearby. Foul-tempered Orcs and Squigs may still react with hostility and even hunger towards them. &lt;br /&gt;
&lt;br /&gt;
While Snotlings don&#039;t build the elaborate (for greenskin) structures that Goblins do, and have never been seen smithing alongside [[Black Orc]]s, they do possess a sense of ingenuity. Even among Savage Orcs they will scavenge wood and metal, assembling devices commonly known as &amp;quot;Pump Wagons&amp;quot; which are a Snotling-powered Snotling delivery system resembling [[METAL BOXES|wooden bawkses]], getting them into fights faster than their kin and doing much more damage to enemies than most greenskins will survive to do.&lt;br /&gt;
&lt;br /&gt;
They are relatives of [[Gnoblar]], a race of greenskins who are only marginally bigger than the Snotlings which serve [[Ogre Kingdoms|Ogres]] in the same way common Snotlings serve Orcs and Goblins. It’s debatable on which is actually smarter, but considering Gnoblars do have [[Gnoblar Horde: The Unwashed Masses|their own faction]], our bet’s on the Gnoblars.&lt;br /&gt;
&lt;br /&gt;
==40k==&lt;br /&gt;
&lt;br /&gt;
[[File:Snotling_redeployment_by_albe75-d81w8c1.jpg|right|thumb|300px|Snotlings encountering their more common fate in war. Note that this is not entirely accurate, as Snotlings are not smart enough to run away in this situation.]]&lt;br /&gt;
Oh boy, you thought [[Grot|Gretchins]] get no respect? Snotlings are figuratively (and sometimes literally) the icky paste at the bottom of the barrel of the Ork hierarchy. Viewed as nothing more than diminutive and immature Gretchins, these poor slobs get picked on and bullied by everyone within Ork society; even the wimpiest of Grots still have some form of use beyond cannon fodder.&lt;br /&gt;
&lt;br /&gt;
To make things short, life for a Snotling is even worse than for a Grot. Their role in an Ork ecosystem is essentially to be caretakers of fungi and [[Squig]]s, and double as the primary food source for said squigs. While Gretchins form the overall &#039;middle-class&#039; and second-class citizens, Snotlings are below third-class citizens, somewhere between dogs and dog &#039;&#039;food.&#039;&#039; And unlike their somewhat larger and more cunning cousins, Snotlings are as dumb as a brick, noted to behave more on animalistic instincts than raw independent intellect. These guys are the dudes that just have to be pitied.&lt;br /&gt;
&lt;br /&gt;
There are rumors among the larger Gretchin that Snotlings are the direct descendants of the &amp;quot;Brain Boyz&amp;quot; ([[Old Ones (Warhammer)|the Old Ones]], who created the Orks). Supposedly they grew weaker and weaker after the War in Heaven until they were enslaved by their own servant race. Some Orks believe it might be true, others think it&#039;s just a folk tale the Gretchin tell themselves to feel better, and neither camp actually &#039;&#039;cares&#039;&#039; if it&#039;s true as long as the Gretchin get back to work.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
Were present in the now squatted Gitmob Grots Destruction faction. In a recent story, Krenkha Gorogna, the Grot Scuttlings of the Skyshoals, referred to as &amp;quot;Scuttlers&amp;quot; perhaps linking them to the Grotbag Scuttler sky pirate grots, are said to have a population of &amp;quot;pallid&amp;quot; Snotlings living amongst them.&lt;br /&gt;
&lt;br /&gt;
==Battlefield Roles==&lt;br /&gt;
Cannon fodders&#039; cannon fodder, that&#039;s it. Snotlings are so useless in a battlefield that even Grots consider them as cannon fodder. Since they&#039;re simpletons, they are often armed with very basic (we mean &#039;&#039;&#039;&#039;&#039;very basic&#039;&#039;&#039;&#039;&#039;) weaponry such as sticks, sharp glass or a wet sock. Obviously they would deal as much threat as a very angry kitten; fortunately though, they come in ludicrous numbers, resulting often in drowning their enemies in blood and bodies. &lt;br /&gt;
&lt;br /&gt;
Sometimes an Ork with a [[Shokk Attack Gun]] may use any unfortunate Snotlings as ammunition, since a Gretchin is actually smart enough to notice the danger while a Snotling is often too dumb to realize what is going on until it is too late. Often (if they are fortunate) the resulting Snotlings, after being transported through the [[Warp]], lose what little sanity they have and start to attack anything like a rabid dog once they get kicked out of literal space hell; sometimes however they may just come out in [[RIP AND TEAR|ludicrous gibs]] or cease to exist all together.&lt;br /&gt;
&lt;br /&gt;
===Why it sucks to be a Snotling===&lt;br /&gt;
[[File:Latest-1Snotling.jpg|200px|thumb|right|Meet the most pitiful race to ever come out of WH40K.]]&lt;br /&gt;
*You&#039;re at the literal bottom of the food chain.&lt;br /&gt;
*You have almost no use at all.&lt;br /&gt;
**Of what little use you have is often ignored completely.&lt;br /&gt;
*You are dog food for a vast majority of cultivated [[Squig|Squigs.]]&lt;br /&gt;
**You cultivated the squig that ate you.&lt;br /&gt;
*Even Gretchins bully you.&lt;br /&gt;
*When you fall asleep in the fungus gardens, the next thing you realize once you wake up is that you are suddenly turned into a [[Fungus|&#039;snotroom&#039;.]]&lt;br /&gt;
**Yes even simple fungi are more likely to see you as food.&lt;br /&gt;
===Why it still sucks to be a Snotling===&lt;br /&gt;
*You&#039;re as dumb as a brick and won&#039;t notice anything until it is too late.&lt;br /&gt;
*You&#039;re nothing more than ammunition in the battlefield.&lt;br /&gt;
*You&#039;re considered the cannon fodder of the cannon fodders in the battlefield.&lt;br /&gt;
**Seriously, you are going up against Titans, tanks and supersoldiers with a stick and a piece of glass. Even Grots get to use knives and the occasional gun.&lt;br /&gt;
*You may get accidentally stepped/crushed on and nobody would even notice you, let alone care.&lt;br /&gt;
*You look like a Gretchin fetus.&lt;br /&gt;
*You will grow up to be the size of a house cat.&lt;br /&gt;
**The house cat is higher on the food chain than you.&lt;br /&gt;
*The myriad variations of &amp;quot;Kick the Snotling&amp;quot; are among the more popular between WAAAGH! activities of your superiors.&lt;br /&gt;
*To say that [[Ripper|Rippers]] (the lowest Tyranid creature) are the Tyranid equivalent of Snotlings is somewhat disingenuous, given that Rippers eat Snotlings.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
===Fantasy===&lt;br /&gt;
Snotlings fulfill the useful [[Tarpit]] role using their 5 Wounds and low point cost, although in an army where theoretically anything can fill that function they stand out by being Immune to Psychology due to being a Swarm, and having them wiped out (which is quite likely as they have little to no survivability) does not panic your other troops. &lt;br /&gt;
&lt;br /&gt;
They have a weak ranged attack involving exploding spores they can use that ignores Armor, although it is unlikely to do meaningful damage in most situations at only S2. &lt;br /&gt;
&lt;br /&gt;
Pump Wagons are far more useful, showing up in many [[Netlist]]s due to their high damage and ability to charge models without allowing a reaction move. They are fragile, but with target mitigation using enough Squigs you can easily force most opponents to pick their poison between the two.&lt;br /&gt;
&lt;br /&gt;
===40k===&lt;br /&gt;
Shokk attack gun ammo. That&#039;s literally it.&lt;br /&gt;
&lt;br /&gt;
== Gobbledigook ==&lt;br /&gt;
One of the few named Snotling characters in Warhammer history, Gobbledigook was a recurring character in White Dwarf who made appearances in Warhammer Fantasy, Blood Bowl, and Warhammer 40K. He was accompanied by a small, fuzzy black squig named Niblitz.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Snotling Models.png|The no longer available Snotling miniatures.&lt;br /&gt;
Image:Snotling GW Ad.jpg|The original ad for Snotling swarms.&lt;br /&gt;
Image:Snotling Pump Wagon Model.jpg|The current Snotling Pump Wagon model. &lt;br /&gt;
Image:Snotling Pump Wagon Old.jpg|The old Snotling Pump Wagon model. &lt;br /&gt;
Image:Snotling Vidya.jpg|A Snotling from the Warhammer Fantasy MMO.&lt;br /&gt;
Image:Snotling Pump Wagon Art 1.png|Snotling Pump Wagon art. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orcs &amp;amp; Goblins]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Feral Orks]]&lt;br /&gt;
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{{Template:Orks-Forces}}&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Donarathi&amp;diff=180933</id>
		<title>Donarathi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Donarathi&amp;diff=180933"/>
		<updated>2022-08-30T11:25:53Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A race of Xenos that took part in am Imperium-led temporary alliance against the Tyranids of Hive Fleet Jormungandr. Seeing as to how the Imperial Commander turned on one of the races in this alliance as soon as the threat of the Tyranids was gone, the Cimmeriac, it&#039;s likely the Donorathi were also betrayed and murdered by the Imperium. &lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Capitalism&amp;diff=110747</id>
		<title>Capitalism</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Capitalism&amp;diff=110747"/>
		<updated>2022-08-30T11:25:06Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: /* Capitalist-inspired Games, Factions and Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flamewar}}&lt;br /&gt;
[[Image:Enjoy-capitalism.jpg|right|thumb|400px|For only [http://www.economist.com/content/global_debt_clock/ $58,599,999,999,999!] (While supplies last.)]] &lt;br /&gt;
{{topquote|Capitalism has socialized production.  It has brought thousands of people together in the factory and involved them in new social relationships.|C. L. R. James}}&lt;br /&gt;
{{topquote|Under [[capitalism]], man exploits man. Under [[communism]], it&#039;s just the opposite.|Attributed to Yakov Smirnov}}&lt;br /&gt;
{{topquote|Capitalism is the astonishing belief that the nastiest motives of the nastiest men somehow or other work for the best results in the best of all possible worlds|John Maynard Keynes}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capitalism&#039;&#039;&#039; is an economic system in which industry and trade are controlled by private owners in a bid to make as much profit as possible. Key to the idea of capitalism is the idea of investment, spending money to finance an operation like a sea voyage or a factory to gain more money later on in a cut of the future profits. This sort of approach to gaining wealth was used by some merchants and nobles to some degree since the invention of money, but it really came into its own Western Europe between 1500 to 1800. Capitalism can be considered the polar opposite of [[Communism]], whose tenets center around abolishing currency and ownership rights.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Capitalism with the emergence of agrarian capitalism and mercantilism in the early Renaissance Italy though it can be argued that the system has existed incipiently on a small scale for centuries in the form of merchant, renting and lending activities and occasionally as small-scale industry with some wage labor. However, the economic foundations of the feudal agricultural system began to shift substantially in 16th-century England as the manorial system had broken down and land began to become concentrated in the hands of fewer landlords with increasingly large estates. Instead of a serf-based system of labor, workers were increasingly employed as part of a broader and expanding money-based economy.&lt;br /&gt;
&lt;br /&gt;
The economic doctrine that developed form this in 16th to the 18th centuries was mercantilism, a kind of beta-version of capitalism. [[Age of Enlightenment|The Age of Discovery]], was associated with the geographic exploration of foreign lands by merchant traders, especially from England and the Low Countries. Mercantilism was a system of trade for profit, although commodities were still largely produced by non-capitalist methods.&lt;br /&gt;
&lt;br /&gt;
Then in the mid-18th century a group of economic theorists, led by David Hume (1711.–1776.) and Adam Smith (1723.–1790.), challenged fundamental mercantilist doctrines—such as the belief that the world&#039;s wealth remained constant and that a state could only increase its wealth at the expense of another state. Another, arguably even greater evolutionary impetus for the nascent capitalism was a little ol thing called the [[Industrial Revolution]] which replaced merchants as a dominant factor in the capitalist system and ushered in the decline of the traditional handicraft skills of artisans, guilds and journeymen.&lt;br /&gt;
&lt;br /&gt;
During the Industrial Revolution, industrialists replaced merchants as a dominant factor in the capitalist system and effected the decline of the traditional handicraft skills of artisans, guilds and journeymen. The era marked the development of the factory system of manufacturing, characterized by a complex division of labor between and within work process and the routine of work tasks; and eventually established the domination of the capitalist mode of production.&lt;br /&gt;
&lt;br /&gt;
After [[The World Wars]] the process of globalization carried capitalism across the world and after capitalism overcame the challenge set by the alternate [[Communism|centrally-planned economies]] it became the encompassing system worldwide, with the mixed economy as its dominant form in the industrialized Western world and elsewhere.&lt;br /&gt;
&lt;br /&gt;
The concept of Capitalism has had an impact on [[/tg/]] like many political systems have, as they are perfect to create races/settings/empires from. Many [[human]] and other civilised nations in other settings use capitalist trade and economic ideas in their settings, and often national relations between races depend on existing trade agreements (busty elf maidens need to get paid somehow!).  &lt;br /&gt;
&lt;br /&gt;
It also helps that concepts of capitalism are the reason we have the internet to view and write all this today.  Short version; the internet was first invented as a communication system for the U.S military, then shared with the public when its commercial potential was realized and soon went global from there.  Capitalism also led to several of the technological advancements that gave society increasingly advanced computers and smartphones (which you&#039;re most likely using to read this right now).&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
Of course, the proven failures of communism do not mean that particular implementations of capitalism, in either the 1860s or today, are without flaws, or that the basic ideas behind socialism/communism are defective in themselves. However, other analyses of these flaws, and  solutions for them, have been proposed by people who have adjusted for circumstances that Marx could never have foreseen, were more willing to take a gradualist approach, or believed that Marx didn&#039;t go far enough. The most notable is probably Henry George, who identified &#039;&#039;private ownership of land and other natural resources&#039;&#039;, rather than private ownership of capital in general, as one of the biggest scams ever perpetrated against humanity, and proposed fixing it with a tax on the unimproved value of land rather than with a global revolution. Needless to say, if the Bolsheviks had read his book &#039;&#039;Progress and Poverty&#039;&#039; instead of &#039;&#039;Das Kapital&#039;&#039;, history might have gone very differently. Then again, taxes are a lot less sexy and appealing to &amp;lt;s&amp;gt;philosophy majors&amp;lt;/s&amp;gt; (whosoever wrote this has likely never even seen a university; John Rawls, especially his work &amp;quot;A Theory of Justice&amp;quot;, is the complete hotness in contemporary political philosophy - and it&#039;s &#039;&#039;highly&#039;&#039; socialistic, with a hardcore stance for wealth-redistribution ((It&#039;s also been torn a new set of assholes by Martha C. Nussbaum and Amartya Sen, among others)) and disgruntled workers than violent revolution and radical reorganization of society and the Bolsheviks&#039; interpretation of Marxism was considered quite unorthodox to begin with in its own time.&lt;br /&gt;
&lt;br /&gt;
One major gripe against capitalism is it&#039;s Darwinian/meritocratic nature of chasing ever increasing profit and competing with others with the usual outcome being an oligarchy/monopoly with all the rest subsumed or destroyed. This is usually countered with pointing out historical examples of new techs and industries uprooting the old ones along with Fortune 500 top 10 companies on the list being very different every decade, however more often than not these disruptions are subverted by outright buying up the competition or lowering your prices short-term and bankrupting the new rival company AND THEN buying them out for peanuts.&lt;br /&gt;
&lt;br /&gt;
Additionally, for all of its lauded efficiency and &amp;quot;economic calculus&amp;quot;, capitalism produces enormous amounts of waste and unused products. Just take a look at your local supermarket dumpster, if you can even get past the secured fence they are in (no dumpster-diving freeloaders allowed!). In the recent megacorp-era this has gotten so bad that Amazon, the world&#039;s largest shipping and retail company, routinely destroys thousands of unsold items ranging from electronics to books. This is not to mention the sheer irrationalities it encourages when it comes to the environment, polluting and destroying nature for short-term gain and thus proverbially shitting and pissing all over the only house you have while not cleaning any of it since it detracts from the pleasure of (increasing) eating and drinking. It doesn&#039;t help that capitalism is based around the prospect of infinite growth, which only works in a scenario where you have equally infinite resources (which was &#039;&#039;never&#039;&#039; the case and is becoming increasingly less so due to said wastefulness)- as soon as there&#039;s nowhere left for it to grow, it&#039;s going to collapse under its own weight. &lt;br /&gt;
&lt;br /&gt;
Lastly, a worrying feature of what our colleagues on [[communism|the other side]] call &amp;quot;Late Stage Capitalism&amp;quot; is commodification - transformation of as many segments of society into objects of trade or commodities, examples of which are goods, services, ideas, nature, personal information, interpersonal relations, people or animals. This opens up virtually all spheres of our existence to purely economic modes of comprehension which as detailed above can cause huge problems. For example, if humans are just another commodity, why not bring back slavery for those who are willing to sell themselves into it? And if such things as prostitution, Dubai or sweatshops came to your mind - ring-a-ding, you are paying attention.&lt;br /&gt;
&lt;br /&gt;
Moreover, the overtaking of the social sphere by the capitalist mode of thought causes a side-effect called &amp;quot;Capitalist Realism&amp;quot; which is the idea that neoliberal free-market capitalism is the best and only socio-economic model of human society to be viable, which is demonstratively false as we went through at least three prior systems (primitive communism, agrarian slave economy, and feudalism). This prevents us from even thinking about some other system though granted, new modes of economic production were often result of social and technological evolution and not deliberate planning so leaving capitalism to run its course may be a viable option...but given that there&#039;s an alarmingly high chance said course might lead to the irreversible destruction of the planet&#039;s ability to support anything that could be called &amp;quot;civilization&amp;quot;, is that really a risk worth taking?&lt;br /&gt;
&lt;br /&gt;
== Grim Dark Capitalism For All Your Role-Playing &amp;lt;s&amp;gt;And Warning&amp;lt;/s&amp;gt; Needs ==&lt;br /&gt;
&lt;br /&gt;
Because capitalism is the boring dominant ideology of today, dystopian societies in works enjoyed by /tg/ tend to either be monarchies, [[Imperium of Man| theocracies]], fascist or [[Tau| communist]]. However, the extremes of capitalism are explored in works that show what happens when the [[Chaos| free market]] is not restrained by some force. These societies will have the wealth accumulated by [[That Guy| 1% of the population]] who reenact the pre-fall [[Eldar]] by partying and doing other decadent shit while their slaves get scraps despite doing the heavy lifting. While these [[Games Workshop| evil corporations]] may justify the state of things, that&#039;s easy to do from your comfortable position. &lt;br /&gt;
&lt;br /&gt;
Cyberpunk as a whole is a representation of where capitalism could lead us. Those wanting to create a cyberpunk role-playing scenario will notice that the established works will feature not only the previously mentioned class divide, but a lot of pollution and privately owned mercenary groups or corrupt police murdering the fuck out of dissenters they also spy on with the latest hardware. &amp;lt;s&amp;gt;Oh gee, that sounds like real life, only with fancier toys.&amp;lt;/s&amp;gt;  {{BLAM}} &#039;&#039;Nothing to see citizen, keep on shopping.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another dystopian capitalist society may be a blatant analogy of old-school colonialism where certain empires invade random skubs for resources because corporate said so. &lt;br /&gt;
&lt;br /&gt;
Finally, the heresy known as [[Monopoly]] was designed to show us all how bad capitalism is with the most tedious and depressing board game you will ever play. Unfortunately, it is a best selling board game so either this was [[Just As Planned]] or the makers were the perfect [[Troll]].  Actually only the original version, titled the landlord’s game, was meant to bash Capitalism.  But then Parker Brothers changed the rules to make the long drawn out affair we all know and loathe today.&lt;br /&gt;
&lt;br /&gt;
== The Card Game ==&lt;br /&gt;
&lt;br /&gt;
Capitalism is also the name of a [[card game]] (also known as &#039;&#039;Rich Man, Poor Man&#039;&#039;, &#039;&#039;Presidents&#039;&#039; or &#039;&#039;The Great Dalmuti&#039;&#039;).  Players are dealt cards, and try to discard their hands as quickly as possible.  Each trick is set by whoever leads -- for instance, a player can lead with two threes (the card value order runs from three up to two, as opposed to the usual two up to ace), and the next player must play a pair of fours (or fives, or whatever) or pass, and so on.  Whoever plays the highest cards in a trick wins it and gets to lead the next, and whoever is out of cards the first becomes the &amp;quot;rich man&amp;quot; (or &amp;quot;president&amp;quot; or &amp;quot;first&amp;quot; or some other title), and so on, until the last player with cards becomes the &amp;quot;poor man&amp;quot;.  Some variants of the game have twos usable as &amp;quot;bombs&amp;quot; to win a trick (even if the trick is something other than a single card), but players who use a two as their last card immediately become poor man.&lt;br /&gt;
&lt;br /&gt;
Cards are dealt again for the next round, but before play begins, the poor players must trade their highest-value cards to the rich ones (who may give whatever cards they please).  For example, in an eight-player game (usually played with two decks of cards), #8 trades three cards with #1, #7 trades 2 with #2, and #6 trades 1 with #3.  Hence the name: the rich get richer, and the poor get poorer.  The only consolation to the poor is that the poor man leads the first trick.&lt;br /&gt;
&lt;br /&gt;
== Capitalist-inspired Games, Factions and Settings ==&lt;br /&gt;
&lt;br /&gt;
* [[Cyberpunk]]&lt;br /&gt;
* The Ferengi Alliance from [[Star Trek]]&lt;br /&gt;
* Monopoli&lt;br /&gt;
* Oddworld, especially the Magog Cartel&lt;br /&gt;
* Druuge from [[Star Control]]&lt;br /&gt;
* Hansa games&lt;br /&gt;
* Kharadron Overlords&lt;br /&gt;
*Leagues of Votann&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Card Games]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Anthrazod&amp;diff=46618</id>
		<title>Anthrazod</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Anthrazod&amp;diff=46618"/>
		<updated>2022-08-30T09:56:04Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;The Anthrazods are a sturdy, if dim-witted, xenos species that was annexed to the T&amp;#039;au Empire during its First Sphere Expansion.  Due to the shortage of T&amp;#039;au that affected the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Anthrazods are a sturdy, if dim-witted, xenos species that was annexed to the T&#039;au Empire during its First Sphere Expansion.&lt;br /&gt;
&lt;br /&gt;
Due to the shortage of T&#039;au that affected the empire at the end of this period, the Water Caste assigned the Anthrazods to the arduous toils of asteroid mining, which the Anthrazods proved very well suited for.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Caradochian&amp;diff=111249</id>
		<title>Caradochian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Caradochian&amp;diff=111249"/>
		<updated>2022-08-30T09:55:20Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;The Caradochian are members of a fickle, winged race that sell their services to the highest bidder.  Category: Minor Xenos Species&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Caradochian are members of a fickle, winged race that sell their services to the highest bidder.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Yabi-Yabi&amp;diff=571079</id>
		<title>Yabi-Yabi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Yabi-Yabi&amp;diff=571079"/>
		<updated>2022-08-30T09:53:28Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;The Yabi-Yabi are known as a species that has joined the Tau Empire. They are a space-bound race.  Category: Minor Xenos Species&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Yabi-Yabi are known as a species that has joined the Tau Empire. They are a space-bound race.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Thraxian&amp;diff=496836</id>
		<title>Thraxian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Thraxian&amp;diff=496836"/>
		<updated>2022-08-30T09:52:20Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;The Thraxians are a Chitin-covered multi-armed Xenos species that was discovered by Humanity after they began to migrate into Imperial territory. They have been invited to joi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Thraxians are a Chitin-covered multi-armed Xenos species that was discovered by Humanity after they began to migrate into Imperial territory. They have been invited to join the Tau Empire and assimilated during the First Sphere of Expansion.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nagi&amp;diff=350966</id>
		<title>Nagi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nagi&amp;diff=350966"/>
		<updated>2022-08-30T09:51:34Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Nagi are a xenos race from the world of Sha&#039;galudd. Highly intelligent worm-like creatures, the small Nagi are known for their mind control abities. When they were first discovered by the Tau Empire, they were despised by the Tau, who fought a series of violent conflicts with them. However they have since agreed to a peace accord and have joined the Tau Empire. Nagi frequently serve as advisors to the Ethereal Caste.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nagi&amp;diff=350965</id>
		<title>Nagi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nagi&amp;diff=350965"/>
		<updated>2022-08-30T09:51:23Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;The Nagi are a xenos race from the world of Sha&amp;#039;galudd. Highly intelligent worm-like creatures, the small Nagi are known for their mind control abities. When they were first d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Nagi are a xenos race from the world of Sha&#039;galudd. Highly intelligent worm-like creatures, the small Nagi are known for their mind control abities. When they were first discovered by the Tau Empire, they were despised by the Tau, who fought a series of violent conflicts with them. However they have since agreed to a peace accord and have joined the Tau Empire. Nagi frequently serve as advisors to the Ethereal Caste.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Race]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Drahendra&amp;diff=183713</id>
		<title>Drahendra</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Drahendra&amp;diff=183713"/>
		<updated>2022-08-30T09:50:23Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;The Drahendra were one of the Xenos races comprising the Cabal. Their bodies were made from sentient, energised dust and they lived on dying gas giants, forming membranous ski...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Drahendra were one of the Xenos races comprising the Cabal. Their bodies were made from sentient, energised dust and they lived on dying gas giants, forming membranous skins around them. Their intellects were inscrutable even to other Cabal races, perceiving the universe very slowly. As a race, they were almost extinct by the last years of the Great Crusade, at the time the Horus Heresy began to unfold.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kathaps&amp;diff=286185</id>
		<title>Kathaps</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kathaps&amp;diff=286185"/>
		<updated>2022-08-30T09:49:27Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;A minor xenos species known for using organic weaponry.  Category: Minor Xenos Species&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A minor xenos species known for using organic weaponry.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Formosian&amp;diff=220642</id>
		<title>Formosian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Formosian&amp;diff=220642"/>
		<updated>2022-08-30T09:48:26Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;The Formosians are a xenos species that was annexed to the T&amp;#039;au Empire in 896.M40, during its Second Sphere Expansion.  Their absorption was part of an effort by the T&amp;#039;au Wate...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Formosians are a xenos species that was annexed to the T&#039;au Empire in 896.M40, during its Second Sphere Expansion.&lt;br /&gt;
&lt;br /&gt;
Their absorption was part of an effort by the T&#039;au Water Caste to recruit alien worlds for the Greater Good, led by their greatest envoy, Por&#039;O Dal&#039;yth Kais Twi Lui&#039;tan of the Dal&#039;yth Sept, better known as &amp;quot;the Golden Ambassador.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Baneling&amp;diff=79330</id>
		<title>Baneling</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Baneling&amp;diff=79330"/>
		<updated>2022-08-30T09:47:41Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;Banelings are blood-loving xenos have the ability to &amp;quot;unshroud&amp;quot; themselves before attacking, suggesting an ability to turn invisible before assaulting their prey.  Category:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Banelings are blood-loving xenos have the ability to &amp;quot;unshroud&amp;quot; themselves before attacking, suggesting an ability to turn invisible before assaulting their prey.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morralian&amp;diff=345655</id>
		<title>Morralian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morralian&amp;diff=345655"/>
		<updated>2022-08-30T09:41:06Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Morralians are an alien species. Their soldiers, the Morralian Deathsworn, are known to fight alongside other species, such as the Tau, and as mercenaries for the Alpha Legion. The Morralian Deathsworn have been known to fight for the Tau. They formed part of the D&#039;yanoi Sept&#039;s Be&#039;etar Expeditionary Force, as part of its Auxiliary Reserve Despatch, alongside Kroot Carnivores, Vespid Stingwings, and Hrenian Light Infantry.&lt;br /&gt;
&lt;br /&gt;
The Deathsworn also fought as part of the xenos mercenaries of the Alpha Legion&#039;s Sons of the Hydra in their campaign to eradicate the Ultramarines&#039; Successor Chapters guarding the rimward edge of the Maelstrom in late M41. They took part in the successful ground assault against the Marines Mordant&#039;s Fortress-Monastery the Bas-Silica on Vitrea Mundi. Here they fought alongside the Tarellians, Galgs, Fra&#039;al, Sslyth, and Eldar Outcasts, and were united with them by a shared seething hatred of humanity. The use of different species was chosen to provide maximum strategic flexibility, and their extremely varied combat styles made them very difficult for even the Marines&#039; Veterans to defend against.&lt;br /&gt;
&lt;br /&gt;
Morralian younglings have soft flesh that the Dark Eldar are known to use, taking the flesh from several younglings to make dark, supple robes.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morralian&amp;diff=345654</id>
		<title>Morralian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morralian&amp;diff=345654"/>
		<updated>2022-08-30T09:40:55Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Morralians are an alien species. Their soldiers, the Morralian Deathsworn, are known to fight alongside other species, such as the Tau, and as mercenaries for the Alpha Legion. The Morralian Deathsworn have been known to fight for the Tau. They formed part of the D&#039;yanoi Sept&#039;s Be&#039;etar Expeditionary Force, as part of its Auxiliary Reserve Despatch, alongside Kroot Carnivores, Vespid Stingwings, and Hrenian Light Infantry.&lt;br /&gt;
&lt;br /&gt;
The Deathsworn also fought as part of the xenos mercenaries of the Alpha Legion&#039;s Sons of the Hydra in their campaign to eradicate the Ultramarines&#039; Successor Chapters guarding the rimward edge of the Maelstrom in late M41. They took part in the successful ground assault against the Marines Mordant&#039;s Fortress-Monastery the Bas-Silica on Vitrea Mundi. Here they fought alongside the Tarellians, Galgs, Fra&#039;al, Sslyth, and Eldar Outcasts, and were united with them by a shared seething hatred of humanity. The use of different species was chosen to provide maximum strategic flexibility, and their extremely varied combat styles made them very difficult for even the Marines&#039; Veterans to defend against.&lt;br /&gt;
&lt;br /&gt;
Morralian younglings have soft flesh that the Dark Eldar are known to use, taking the flesh from several younglings to make dark, supple robes.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Races]]&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morralian&amp;diff=345653</id>
		<title>Morralian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morralian&amp;diff=345653"/>
		<updated>2022-08-30T09:40:00Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Morralians are an alien species. Their soldiers, the Morralian Deathsworn, are known to fight alongside other species, such as the Tau, and as mercenaries for the Alpha Legion. The Morralian Deathsworn have been known to fight for the Tau. They formed part of the D&#039;yanoi Sept&#039;s Be&#039;etar Expeditionary Force, as part of its Auxiliary Reserve Despatch, alongside Kroot Carnivores, Vespid Stingwings, and Hrenian Light Infantry.&lt;br /&gt;
&lt;br /&gt;
The Deathsworn also fought as part of the xenos mercenaries of the Alpha Legion&#039;s Sons of the Hydra in their campaign to eradicate the Ultramarines&#039; Successor Chapters guarding the rimward edge of the Maelstrom in late M41. They took part in the successful ground assault against the Marines Mordant&#039;s Fortress-Monastery the Bas-Silica on Vitrea Mundi. Here they fought alongside the Tarellians, Galgs, Fra&#039;al, Sslyth, and Eldar Outcasts, and were united with them by a shared seething hatred of humanity. The use of different species was chosen to provide maximum strategic flexibility, and their extremely varied combat styles made them very difficult for even the Marines&#039; Veterans to defend against.&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morralian&amp;diff=345652</id>
		<title>Morralian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morralian&amp;diff=345652"/>
		<updated>2022-08-30T09:38:55Z</updated>

		<summary type="html">&lt;p&gt;2601:188:C300:64B8:65F6:6D44:6AD8:E953: Created page with &amp;quot;Morralians are an alien species.[1a] Their soldiers, the Morralian Deathsworn, are known to fight alongside other species, such as the Tau, and as mercenaries for the Alpha Le...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Morralians are an alien species.[1a] Their soldiers, the Morralian Deathsworn, are known to fight alongside other species, such as the Tau, and as mercenaries for the Alpha Legion.&lt;/div&gt;</summary>
		<author><name>2601:188:C300:64B8:65F6:6D44:6AD8:E953</name></author>
	</entry>
</feed>