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		<id>http://2d4chan.org/mediawiki/index.php?title=Tarellian&amp;diff=467845</id>
		<title>Tarellian</title>
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		<updated>2023-06-04T00:19:21Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tarellian2.jpg|thumb|right|300px|And I thought Imperial Commissars were cold-blooded bastards! [[Dohohoho|DOHOHOHOHOHO!]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarellians&#039;&#039;&#039; are [[Lizardmen]] [[Indrick Boreale|IN SPEHSS]] who sometimes fight as mercenaries for the [[Tau|Tau Empire]].&lt;br /&gt;
&lt;br /&gt;
==Homebrew&#039;d Tarellian Units==&lt;br /&gt;
So, you got bored, decided to give some love to one of the Alien Auxillaries from the Tau [[fluff|lore]] and picked the Tarellians, &#039;cause why not? As such, here are a bunch of Tarellian Homebrew units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Most of the lore for this page is in the Tarellian Unit Descriptions, so don&#039;t hate me for the brief introduction; hate me for other, more legitimate reasons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Note:&#039;&#039;&#039; If you&#039;re going to edit the units&#039; rules and such, could you please edit it in red and give a reason for the edit beyond &amp;quot;It&#039;s OP, nerf it&amp;quot;? It&#039;d be nice and I do appreciate well-reasoned feedback.&lt;br /&gt;
&lt;br /&gt;
===Tarellian Dog Soldiers===&lt;br /&gt;
One of the many Alien Auxillaries employed by the Tau Empire in its efforts to spread the philosophy of the [[Greater Good]] throughout the galaxy, the Tarellians work for the growing Empire out of a deep-seated rage at the [[Imperium of Man]] for virus bombing their home world. Their race was then almost driven to extinction when a [[Tyranid]] Hive Fleet consumed their remaining major colonies. Accepting the authority of the Greater Good out of desperation, they were quickly employed by the Tau Empire and given the chance to repopulate on several sept worlds. While not fiercely loyal to the Greater Good, whenever a conflict with the Imperium or a Tyranid Hive fleet occurs, large hatches of eager Tarellian soldiers gather at the nearest port, hoping to join the fight so that they can take some measure of vengeance against their hated foes.&lt;br /&gt;
&lt;br /&gt;
Though they are called &amp;quot;Dog Soldiers&amp;quot; by the Imperials due to the shape of their snouts and ears, the Tarellians more resemble large, bipedal reptiles, covered mostly in rust-coloured scales and with slitted pupils in their eyes. They find themselves at home on desert planets where they construct their unique sonic weapon technology out of the unique minerals found in the sand of the sept world of T’ros.&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Sonic weaponry is not only iconic of the Vespids, it is inherently silly in a setting where you cannot assume you are fighting in atmosphere, or if you are, the atmosphere&#039;s characteristics. It also fails to be similar to either Fantasy Lizardmen&#039;s Aztec motif or real world Dog Soldiers of the Cheyenne. I am going to suggest more appropriate weapons below.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tarellian combat doctrines differ radically from Tau combat doctrines; rather than fight their foes at range, or employ stealth and ambush tactics, Tarellian forces will rush towards their foe shooting at the weaker-looking enemies until they crash into their opponents&#039; battle lines, where they fight with the short but lethal hunting daggers they carry with them until they are either dead or their foe has fallen, before moving on to the next enemy force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarellian Dog Soldier (Troops, Infantry, 32 points, Unit Composition: 4 Dog Soldiers)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 WS | BS | S | T | W | I | A | Ld | Sv&lt;br /&gt;
  3 |  2 | 3 | 4 | 1 | 3 | 2 |  7 | 5+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarellian Hatch Leader (Infantry, Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 WS | BS | S | T | W | I | A | Ld | Sv&lt;br /&gt;
 3  | 2  | 3 | 4 | 2 | 3 | 4 |  9 | 5+&lt;br /&gt;
&lt;br /&gt;
Wargear&lt;br /&gt;
* Tarellian Hide Armor (5+ armour save) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Artwork of Tarellians routinely portrays them as wearing Tau-manufactured armor, which makes sense due to their lack of independent manufacturing.&amp;lt;/span&amp;gt;&lt;br /&gt;
* Tarellian Disruption Rifle (Range 18”, S4, AP6, Assault 2) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Power Bow: Range 18&amp;quot;, S User, AP 3, Assault 1&amp;lt;/span&amp;gt;&lt;br /&gt;
* Tarellian Fang Dagger (Melee, S-user, AP4)&lt;br /&gt;
&lt;br /&gt;
Special Rules&lt;br /&gt;
* Hatred (Forces of the Imperium, Tyranids)&lt;br /&gt;
* Preferred Enemy (Forces of the Imperium, Tyranids)&lt;br /&gt;
* Furious Charge&lt;br /&gt;
* Fearless&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
* May take up to 12 extra Tarellian Dog Soldiers --- 8 points/model&lt;br /&gt;
* Any model can upgrade their Tarellian Disruption Rifle to a Tarellian Pulse Carbine (Range 18”, S4, AP5, Assault 2) --- 2 points/model &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Storm Bow: As a Power Bow with Concussive and Blind.&amp;lt;/span&amp;gt;&lt;br /&gt;
* Any model can upgrade their Tarellian Fang Dagger to have the poisoned (4+) special Rule --- 4 points/model&lt;br /&gt;
* One Tarellian Dog Soldier may be upgraded to a Tarellian Hatch Leader --- 10 points&lt;br /&gt;
* A Tarellian Hatch Leader may upgrade his Tarellian Fang Dagger to a Tarellian Claw Sword (Melee, S +2, AP4, Master-crafted) --- 10 points&lt;br /&gt;
* A Tarellian Hatch Leader may upgrade his Tarellian Claw Sword to have the poisoned (4+) special rule --- 4 points&lt;br /&gt;
&lt;br /&gt;
===Tarellian Hunting Bikers===&lt;br /&gt;
Originally used to hunt down prey on their homeworld and colonies, these powerful bikes have found an ever growing popularity among the Tarrelians on the wastelands of T&#039;ros. Their mighty engine propell them forward, carrying powerful and deadly disruption cannons to tear any unfortunate enough to be in range of them to pieces.&lt;br /&gt;
&lt;br /&gt;
When they have closed into melee range, they use horn lances to pierce even the armor of the mighty space marines, even running over them. In the end, the Tarrelians do not care where the blood of an Imperial or Tyranid flows from, so long as they get to spill it upon the ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarellian Hunting Biker (Infantry, Bike, Fast Attack, 60 points, Unit Composition: 3 Tarellian Hunting Bikers)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 WS | BS | S | T | W | I | A | Ld | Sv&lt;br /&gt;
 3  | 2  | 3 | 4 | 1 | 4 | 2 |  7 | 4+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarellian Hunt Leader (Infantry, Bike, Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 WS | BS | S | T | W | I | A | Ld | Sv&lt;br /&gt;
 3  | 2  | 3 | 4 | 2 | 4 | 4 |  9 | 4+&lt;br /&gt;
&lt;br /&gt;
Wargear&lt;br /&gt;
* Tarellian Hide Armor&lt;br /&gt;
* Tarellian Hunting Bike (Armour Save 4+)&lt;br /&gt;
* Tarellian Disruption Cannon (Range 18”, S4, AP6, Assault 3)&lt;br /&gt;
* Tarellian Horn Lance (Melee, S+1/User, AP3/4)&lt;br /&gt;
&lt;br /&gt;
Special Rules&lt;br /&gt;
* Hatred (Forces of the Imperium, Tyranids)&lt;br /&gt;
* Preferred Enemy (Forces of the Imperium, Tyranids)&lt;br /&gt;
* Furious Charge&lt;br /&gt;
* Fearless&lt;br /&gt;
* Very Bulky&lt;br /&gt;
* Monster Hunter (Hunt Leader)&lt;br /&gt;
* Skilled Rider (Hunt Leader)&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
* May take up to 6 extra Tarellian Hunting Bikers --- 20 points/model&lt;br /&gt;
* Any model can upgrade their Tarellian Disruption Cannon to a Tarellian Burst Cannon (Range 18”, S4, AP5, Assault 4) --- 4 points/model&lt;br /&gt;
* Any model can replace his Tarellian Disruption Cannon with a Fusion Blaster (Tau Codex Pg. 65) --- 10 points/model&lt;br /&gt;
* Any model may Take a Disruption Pod (Tau Codex pg72) --- 15 points/model&lt;br /&gt;
* One model may be upgraded to a Tarellian Hunt Leader --- 20 Points&lt;br /&gt;
* A Tarellian Hunt Leader may replace his Tarellian Horn Lance with a Tarellian Dragon Lance (Melee, S+2/user, AP3/4, Master Crafted) --- 5 points&lt;br /&gt;
&lt;br /&gt;
===Tarellian Thunder Walker Shock Trooper===&lt;br /&gt;
The Thunder Walkers are a surviving creature from the Tarellian homeworld; named after the Tarellian’s earliest known deity, the Thunder Lizard, these heavy set reptilians stand over twice the height of their masters, with much thicker hides, and greater musculature.&lt;br /&gt;
&lt;br /&gt;
Often found doing the heavy labour on their T’ros colonies, the Thunder Walkers form the backbone of Tarellian labor forces, and are the only members of their colonies to brave the sandstorms of the arid deserts that cover 95% of T’ros’s surface in order to find the richest deposits of mineral-rich sand, before transporting them back to the processing plants of the colonies where the unique minerals are used to create the Tarellians&#039; sonic weaponry.&lt;br /&gt;
&lt;br /&gt;
When called into battle, the Thunder Walkers eschew the use of the normal Tarellian weaponry and armor assigned to the Dog Soldiers and Hunting Bikers, instead relying on their sun-scorched hides, monstrous strength and the battle cannons that they salvaged from the remains of Imperial tanks that still litter the sands of the deserts.&lt;br /&gt;
&lt;br /&gt;
The few enemies that survive their battle with the Thunder Walkers tell feverish tales of groups of the monstrous creatures marching onwards through salvos of tank fire, the shells bursting off their hide without even slowing their relentless advance as they returned fire with tank cannons carried in their claws, before falling on platoons of soldiers with their massive hammers, each swing turning even the strongest of men into broken corpses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarellian Thunder Walker Shock Trooper (Heavy Support, Monstrous Creature, 240 points, Unit Composition: 3 Tarellian Thunder Walker Shock Troopers)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  WS |  BS  |  S  |  T  |  W  |  I  |  A  |  Ld  |  Sv&lt;br /&gt;
  4  |  2   |  4  |  5  |  3  |  2  |  2  |   8  |  4+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarellian Thunder Walker Hatch Leader (Monstrous Creature)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  WS |  BS  |  S  |  T  |  W  |  I  |  A  |  Ld  |  Sv&lt;br /&gt;
  4  |  2   |  4  |  5  |  3  |  2  |  3  |   9  |  4+&lt;br /&gt;
&lt;br /&gt;
Wargear&lt;br /&gt;
* Sun Scorched Hide (Armor 4+)&lt;br /&gt;
* Tarellian Thunder Hammer (Range Melee, S+2, AP3, Unwieldy, Concussive)&lt;br /&gt;
* Salvaged Battle Cannon (Range 36”, S8, AP3, Ordinance 1, Large Blast)&lt;br /&gt;
&lt;br /&gt;
Special Rules&lt;br /&gt;
* Hatred (Forces of the Imperium, Tyranids)&lt;br /&gt;
* Preferred Enemy (Forces of the Imperium, Tyranids)&lt;br /&gt;
* Slow and Purposeful&lt;br /&gt;
* Feel no Pain (4+)&lt;br /&gt;
* It Will Not Die (5+)&lt;br /&gt;
* Extremely Bulky&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
* May Upgrade one Tarellian Thunder Walker Shock Trooper to a Tarellian Thunder Walker Hatch Leader --- 10 Points&lt;br /&gt;
* A Tarellian Thunder Walker Hatch Leader may upgrade his Tarellian Thunder Hammer to a Tarellian Dragon Hammer (Range Melee, Sx2, AP3, Unwieldy, Concussive, Fleshbane) --- 25 points&lt;br /&gt;
* A Tarellian Thunder Walker Shock Trooper or a Tarellian Thunder Walker Hatch Leader may exchange their Salvaged Battle Cannon for a Salvaged Exterminator Auto-Cannon (Range 24”, S7, AP4, Heavy 4, Twin-Linked) --- 10 points&lt;br /&gt;
* A Tarellian Thunder Walker Shock Trooper, or a Tarellian Thunder Walker Hatch Leader may exchange their Salvaged Battle Cannon for a Salvaged Punisher Gatling Cannon (Range 12”, S5, AP-, Heavy 20) --- 10 points&lt;br /&gt;
* A Tarellian Thunder Walker Shock Trooper, or a Tarellian Thunder Walker Hatch Leader may exchange their Salvaged Battle Cannon for a Salvaged Inferno Cannon (Range Template, S6, AP4, Heavy 1, Torrent, Unstable) --- 20 Points&lt;br /&gt;
&lt;br /&gt;
Unstable – A model with this special rule or carrying a weapon with this special rule must roll a D6 whenever it suffers an unsaved wound; on a result of 1, the model or weapon explodes, removing the model as a casualty, or renders the weapon unusable for the rest of the battle. This explosion deals D3+1 S4, AP5 hits to all models under a large blast marker, or uses the weapon&#039;s profile for Strength and AP.&lt;br /&gt;
&lt;br /&gt;
===Tarellian Sand Stalker===&lt;br /&gt;
The Tarellian Sand Stalkers are the elite of the Tarellian military. While the Dog Soldiers sell themselves for the sake of revenge and the Hunting Bikers ride for the sake of glory, the Sand Stalkers hunt the great beasts of the T’ros deserts that threaten their colonies on the arid planet.&lt;br /&gt;
&lt;br /&gt;
Rarely seen by the Tau diplomats to the Tarellian colonies, the few Water caste that have seen them describe them as tall and lean, standing a few inches higher than an average Tarellian, with scales the colour of the desert sands and long barrelled sniper rifles slung over their backs next to their ceremonial Claw Swords. While their regular duties keep them busy on their new colonies, a few Sand Stalkers are found with every group of Dog Soldiers, acting as general group leaders. They are responsible for making sure that each soldier gets his pay and equipment, and if he dies, that his family gets his belongings.&lt;br /&gt;
&lt;br /&gt;
On the battlefield, the Sand Stalkers fight almost completely opposite to the fervent rage that fuels the Dog Soldiers they watch over. Acting as cold snipers, they assassinate enemy commanders as the Dog Soldiers and Thunder Walkers wreak havoc on the front lines, only using their ceremonial swords if the enemy draws close, or they need to secure a sniping position silently. They take great pleasure in killing Imperial [[Commissars]] after they have performed a summary execution on their own men, using such tactics to sow fear and confusion in their enemies with extreme efficiency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarellian Sand Stalker (Elites, Infantry, 125 points, Unit Composition: 5 Tarellian Sand Stalkers)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  WS |  BS  |  S  |  T  |  W  |  I  |  A  |  Ld  |  Sv&lt;br /&gt;
  3  |  4   |  3  |  3  |  2  |  4  |  2  |   8  |  4+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarellian Sand Master&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  WS |  BS  |  S  |  T  |  W  |  I  |  A  |  Ld  |  Sv&lt;br /&gt;
  3  |  4   |  3  |  3  |  3  |  4  |  3  |   9  |  4+&lt;br /&gt;
&lt;br /&gt;
Wargear&lt;br /&gt;
* Tarellian Disruption Sniper Rifle (Range 42”, SX, AP4, Heavy 2, Sniper)&lt;br /&gt;
* Tarellian Stalker Armor (Armour 4+, Stealth)&lt;br /&gt;
* Tarellian Claw Sword (Melee, S+2, AP4, Master-crafted)&lt;br /&gt;
&lt;br /&gt;
Special Rules&lt;br /&gt;
* Hatred (Forces of the Imperium, Tyranids)&lt;br /&gt;
* Preferred Enemy (Forces of the Imperium, Tyranids)&lt;br /&gt;
* Stealth&lt;br /&gt;
* Scouts&lt;br /&gt;
* Infiltrate&lt;br /&gt;
* Counter Infiltration&lt;br /&gt;
* Execution Confirmed&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
* Any Tarellian Sand Stalker may take a Tau Shield Generator (Tau Codex Pg. 69) --- 25 points &lt;br /&gt;
* May Upgrade one Tarellian Sand Stalker to a Tarellian Sand Master --- 15 Points&lt;br /&gt;
&lt;br /&gt;
Counter Infiltration – If Tarellian Sand Stalkers are placed in reserve, when they arrive on the battlefield you can choose to have them arrive at a point where an enemy unit is. They are immediately considered locked in combat, with their opponents acting at Initiative 1 for that turn only.&lt;br /&gt;
&lt;br /&gt;
Execution Confirmed – Whenever an Imperial Commissar or Lord Commissar uses the special rule Summary Execution within range of a unit of Sand Stalkers, one model may make a Leadership test. If successful, that model may make a shooting attack against the model preforming the Summary Execution. If the Commissar is killed in this way, his unit must make an additional Leadership test on its unmodified Leadership against the condition that Summary Execution would have negated. Any model that uses this rule cannot fire in its next shooting phase.&lt;br /&gt;
&lt;br /&gt;
===So-Spada, Master of the Trackless Wastes===&lt;br /&gt;
While the Sand Stalkers are respected in Tarellian culture, few, if any, ever reach the revered status of So-Spada, the greatest Stalker ever hatched. Born in a clutch of hatchlings who all had chalk-white scales—a sign of illness and frailty—the priests of his home colony took the weak hatchlings out of the homes of their parents and placed them far away in the desert alongside other, healthier hatchlings. However, no one expected that two months later So-Spada would wander back into the village of his birth, dehydrated and malnourished but alive; he had survived the desert wastes that had claimed his hatchling brethren, even those stronger than him. Taking this as a sign, the priest that had taken the hatchlings out to the desert brought the child back to his parents and asked them for permission to raise the child as a Sand Stalker. While they were loath to part with their child again, the parents agreed. The priest and So-Spada disappeared back into the deserts and were not heard from until the Tyranid Hive Fleet Moloch swept down upon the deserts of their home.&lt;br /&gt;
&lt;br /&gt;
As city upon city fell, the survivors reported a tall, white Sand Stalker leading survivors and refugees through the deserts, the violent sandstorms of the deep desert keeping the Tyranids at bay while they adapted to the harsh environment. Eventually So-Spada could avoid his pursuers no more, and he led the crowd of Tarellians to the place where he had been raised and trained: the Temple of Agrona, a fortress of old stone at the end of a hidden ravine, where he knew they would not be able to hold the ravening menace of Hive Fleet Moloch off forever, but they could hurt them at the very least.&lt;br /&gt;
&lt;br /&gt;
When the Tyranids of Moloch finally arrived through the final sandstorm, they found the ravine full of Thunder Walkers, the brutish beasts of burden of the Tarellians, standing three abreast in the narrow corridor of stone, their sun-scorched hides and mighty hammers halting the hordes of Gaunts that swarmed into the entrance of the canyon. Soon, however, the Hive fleet sent forward their larger bio-forms. Biovores filled the canyon with crackling bio-plasma and corrosive acids as the monstrous Carnifexes strode forward through the hail of fluids and slaughtered the flagging Thunder Walkers.&lt;br /&gt;
&lt;br /&gt;
As the Tyranids continued through the ravine, they encountered more resistance: Sand Stalkers perched high on the cliffs with their specialised rifles, far out of the reach of any ground-based enemy, supporting troops of Dog Soldiers whose rage drove them on despite horrifying injuries. But one by one these resistances failed; Gargoyles plucked the Stalkers from their perches as Mawlocs tore through the cliffs, collapsing the hidden tunnels that they used to escape. Genestealers swarmed over the Dog Soldiers, drowning them in bodies and blood, and still the Tyranid horde pushed forward until all that lay between them and the last of the refugees was So-Spada himself, the White Stalker. He had escaped the collapsing tunnels of the Mawlocs, and fought his way free of the hordes of Genestealers.&lt;br /&gt;
&lt;br /&gt;
Stepping forward, So-Spada spoke a single word, not heard by the Tarellians behind him, and not understood by the ravening hordes before him, before the wall of Tyranids surged forwards to meet him. For a single day, So-Spada held the door to the temple of Agrona, the bodies of the Tyranids he killed piling around him as his ceremonial swords swept left and right, the blades tearing through whatever lay in their paths, the dull steel creating patterns of light in the air as they [[Wat|deflected blasts of bio-plasma from their wielder.]]&lt;br /&gt;
&lt;br /&gt;
Finally, covered in wounds, his flesh blistered, his bones broken, So-Spada fell to his knees as the unending hordes of screeching Tyranids closed in for the kill. Suddenly, a deafening crack was heard, and the wall of Tyranids that filled the ravine was being blasted apart in white-hot flashes of blue light as figures clad in yellow armour descended from huge gunships hovering in the air over the canyon. Strange weapons with strange-sounding reports blazed this way and that, cutting bloody swathes through the mass of creatures until none of the wretched things were left alive.&lt;br /&gt;
&lt;br /&gt;
When it was over, So-Spada pushed himself to one knee as one of the yellow-armoured figures approached and removed its helmet. A strange, thin, blue face spoke foreign words as it extended a hand towards So-Spada and helped him to his feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So-Spada, Master of the Trackless Wastes (HQ, Infantry, Independent Character, 150 Points)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  WS |  BS  |  S  |  T  |  W  |  I  |  A  |  Ld  |  Sv&lt;br /&gt;
  5  |  4   |  4  |  4  |  4  |  5  |  5  |  10  |  4+&lt;br /&gt;
&lt;br /&gt;
Wargear&lt;br /&gt;
* Tarellian Claw Sword (Melee, S+2, AP4, Master Crafted)&lt;br /&gt;
* Talon of Agrona (Melee, S+3, AP2, Master Crafted, Fleshbane)&lt;br /&gt;
* The Arrow of Agrona (Range 42”, SX, AP3, Assault 2, Sniper, Master Crafted)&lt;br /&gt;
* Tarellian Stalker Armor (Armour 4+, Stealth)&lt;br /&gt;
* Eye of Agrona (Invulnerable Save 3++)&lt;br /&gt;
&lt;br /&gt;
Special Rules&lt;br /&gt;
* Independent Character&lt;br /&gt;
* Stealth&lt;br /&gt;
* Hatred (Forces of the Imperium, Tyranids)&lt;br /&gt;
* Preferred Enemy (Forces of the Imperium, Tyranids)&lt;br /&gt;
* Scout&lt;br /&gt;
* Outflank&lt;br /&gt;
* Infiltrate&lt;br /&gt;
* Counter Infiltration&lt;br /&gt;
* Execution Confirmed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More Units to Come&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==A Note on Tarellian Disruption Weaponry==&lt;br /&gt;
While I describe the Tarellian Disruption Weaponry as being sonic-based weaponry, much like the [[Noise Marines]] of the [[Emperor&#039;s Children]], it doesn&#039;t work in the same way. While the Noise Marines use high volume, focused sound to basically liquify their enemies with the power of rock, Tarellian Disruption weaponry acts more like a microwave, causing violent excitement of the water molecules inside a target&#039;s body, boiling them from the inside remarkably quickly. This is an offshoot of old precipitation manipulation technology that was mostly used to make sure that it would rain when and where they needed it to on their old desert planets and colonies, and wasn&#039;t originally intended for use as a weapon.&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Tau]][[Category:Warhammer 40,000]][[Category:Homebrew Settings]][[Category:Homebrew Rules]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Saruthi&amp;diff=415277</id>
		<title>Saruthi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Saruthi&amp;diff=415277"/>
		<updated>2023-06-04T00:13:34Z</updated>

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&lt;div&gt;The [[Saruthi]] are an alien race briefly encountered in the [[Eisenhorn]] trilogy of novels. In fact, their appearance is one of the rare occasions that Eisenhorn comes into direct conflict with an alien species, which is rather odd given that he&#039;s a member of the [[Inquisition|Ordo Xenos]]. Moving on...&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Saruthi are an ancient race, and prior to the rise of the [[Imperium]] they held a small empire of about forty worlds. At some indeterminate point in history the Saruthi made first contact with humanity in the form of [[Chaos Cults|some poor, persecuted humans of a maligned minority religion]] who were fleeing human space. These pilgrims blundered into Saruthi space and brought with them the Necroteuch, a powerful reservoir of [[Chaos]] knowledge. Translation efforts went underway and soon the Saruthi had a version of their own.&lt;br /&gt;
&lt;br /&gt;
The Saruthi saw the arcane knowledge contained within the Necroteuch as their means to fend off the much more powerful Imperium. While the Saruthi civilization did indeed survive (after a fashion), the Necroteuch extracted a horrific price. The Saruthi were far more susceptible to the artifact&#039;s corruption than their human counterparts; its effect on them was so powerful that their souls, minds, and even their genetic codes were irrevocably altered. A civil war also erupted, although it is unclear whether this was a Chaos-driven power struggle or whether some of the Saruthi finally realized that the price of using the Necroteuch was too high to pay. In the end, it mattered not; the Saruthi empire was drastically diminished. And while the Necroteuch had taught them how to bend reality itself, the remaining Saruthi were reduced to [[Grimdark|twisted, mutated, vile creatures.]]&lt;br /&gt;
&lt;br /&gt;
What remained of the Saruthi civilization survived in this manner until the end of the 41st millennium. In a final cruel twist of fate, it was their possession of the Necroteuch (and by extension, their exposure to Chaos) that eventually drew the Imperial Inquisition&#039;s attention and led to the destruction of what was probably the only inhabited planet they had left.&lt;br /&gt;
&lt;br /&gt;
==Biology and Abilities==&lt;br /&gt;
The Saruthi of the 41st millennium are grotesque beings. Humans encountering them for the first time are often deeply horrified by their powerful, yet clearly unnatural forms. The average Saruthi, if there is such a thing, is approximately two meters tall and twice as heavy as a male human. Their bodies are vaguely crustacean or arachnoid in appearance, with a flat, gray torso, a thick, boneless neck, and a rather oblate, eyeless head. Their five limbs are arranged around their bodies in an asymmetrical, seemingly random manner. They use human-like digits at the ends of these limbs to clutch silver walking stilts, which enhances their height even further. Even the manner in which the Saruthi walk is disturbing, because their limbs do not ambulate in any particular sequence.&lt;br /&gt;
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When communicating with humans the Saruthi interlace their fingers to form an extremely unnerving representation of a human face, just like the creatures in every Guillermo Del Toro movie. They also possess an inherent ability to discharge powerful energy bolts. Fortunately, the Saruthi are still living creatures and are thus vulnerable to physical damage. They bleed a grey fluid when wounded.&lt;br /&gt;
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The Saruthi lack any sense of sight or hearing. Instead they perceive the world through extremely developed senses of touch, smell and taste. Their exposure to the Necroteuch allows them to perceive and work with four-dimensional spaces called &amp;quot;tetrascapes&amp;quot;. Being a four-dimensional construct a tetrascape possesses an unnatural and disorienting lack of symmetry that is very unpleasant for humans to experience. Since the Saruthi lack starships the tetrascapes serve as their manner of travelling between worlds, much like the [[Webway]], although how they accomplish this feat is not understood.&lt;br /&gt;
&lt;br /&gt;
The Saruthi were observed utilizing a lesser slave-race that vaguely resembled the Saruthi themselves. Whether these were the debased descendants of the losers in their civil war or were a different species entirely is not known.&lt;br /&gt;
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==Legacy==&lt;br /&gt;
During the events of the Eisenhorn trilogy the Saruthi world of 56-Izar was invaded by an Inquisitorial task force in order to destroy the Saruthi&#039;s copy of the Necroteuch. After the artifact was destroyed the planet was subjected to [[Exterminatus]]. Following this event no further contact ever occurred between the Imperium and the Saruthi. Given their already diminished population and their adverse reaction to the destruction of the Necroteuch itself (insofar as it could be observed in the moments before their world was destroyed), it is likely that the Saruthi were completely annihilated.&lt;br /&gt;
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{{Template:Important Species in 40k}}&lt;br /&gt;
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[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Xenos]]&lt;br /&gt;
[[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Slaugth&amp;diff=433508</id>
		<title>Slaugth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Slaugth&amp;diff=433508"/>
		<updated>2023-06-04T00:12:58Z</updated>

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&lt;div&gt;[[Image:Slaugthfacialrape1.jpg|right|300px|thumb|&#039;&#039;Sssshhhhhh.....its all &amp;lt;s&amp;gt;ogre&amp;lt;/s&amp;gt; maggots now....&#039;&#039;]]&lt;br /&gt;
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Remember when you first started playing 40K and thought it was all [[Volkite|sunshine]] and [[Dark Eldar|rainbows]]? Sure, [[Tyranid|tyranids]] are pretty scary, and their [[Genestealer|Genestealer]] [[Genestealer Hybrids|cult babies]] are works of art that would make [[H.P. Lovecraft]] blush. The Warp is literal nightmare fuel, you say, but the warp is just full of [[Bloodletter|people who were neglected by their parents,]] [[Lord of Change|Polly after cutting crackers out of his diet,]] [[Flesh Hound|grumpy puppies,]] [[Daemonette|naked ladies,]] and [[Plaguebearer|The Vaccinated.]] But that just wasn&#039;t enough. And then [[Alan Bligh|a certain fluff writer]] favored us with these things...&lt;br /&gt;
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Like a fever nightmare that crawled out of the dreams of someone who has PTSD from when they had jiggers on them (Don&#039;t look them up please dear god! Unless you happen to have a stomach of fuckin&#039; &#039;&#039;adamantium&#039;&#039;). The &#039;&#039;&#039;Slaugth&#039;&#039;&#039; are a literal [[Worm That Walks|swarm of maggots]] that eat dead bodies (Guess how they get the bodies dead in the first place) although their favorite part of the body to chew on are &#039;&#039;&#039;[[Zombie|the brains.]]&#039;&#039;&#039; When the Slaugth do eat brains they actually absorb its information and memories to find new places to inhabit and new victims to devour. [[Slaanesh|It&#039;s also heavily implied that they get high off of this.]]&lt;br /&gt;
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==Overview==&lt;br /&gt;
The Slaugth are aliens that look like three-meter-tall swarms of maggots, dripping with necrotic mucus. Their nature means that they can stretch and reform their bodies at will, and move with an &amp;quot;obscene, boneless fluidity&amp;quot;. They can also regenerate very quickly from all but the most catastrophic injuries. When they want to pass among humans, they put on shroud robes and use masks to hide their [[Bullshit|&#039;beautiful faces&#039;.]] Because of their nature, they tend to stay on the [[Ghoul Stars|fringes of known space]] or lurk in obscure places, such as deep within the lowest parts of hive worlds or your mom&#039;s basement, popping out long enough to OM-NOM some unfortunate humans before slithering back off into the darkness (by the way, when&#039;s the last time you talked to your mother?). They&#039;ve apparently been around for a really long time, but they&#039;re so damn good at staying hidden that no one knows how old they actually are, what their ultimate goal is, or even the location of their homeworld. (Some of the RPG fluff seems to imply that the [[Inquisition]] has standing orders to [[Skaven|shoot anyone who runs into a Slaugth]], which wouldn&#039;t help matters any.) They also like to give their weird-ass tech to greedy rogue traders and planetary governors as a way to cause [[troll|political]] [[/pol/|disarray]] and to soften up the local [[Imperial Guard]] and [[Planetary Defense Force|PDF]] so they can go to town on the local populace without anyone noticing.&lt;br /&gt;
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They seem to dislike getting their proverbial hands dirty, eschewing open warfare in favor of stealth, manipulation, and the use of proxies. Their main agents within the Calixis Sector are the Amaranthine Syndicate, a subverted trade cartel that they use as a front for smuggling xenotech and instigating trade wars as well as far more malicious operations.&lt;br /&gt;
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===The Amaranthine Syndicate===&lt;br /&gt;
The Syndicate starts their work by identifying someone in such dire straits that they&#039;ll accept help from anyone to get out of their current trouble, then appearing to that person with what looks to be a very generous deal. However, even as they alleviate the original problem the Syndicate works to make their &amp;quot;friend&amp;quot; increasingly dependent on the Syndicate&#039;s aid- their enemies are set against them, other forms of help become suddenly unavailable, and &amp;quot;accidents&amp;quot; occur with unusual frequency. When the subject is so heavily indebted to the Syndicate that they have no way out, they are taken to meet one of the &amp;quot;Principals&amp;quot; so the subject can better understand the bargain he&#039;s been forced into...and the consequences of trying to back out of the deal.&lt;br /&gt;
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The Slaugth&#039;s demands are trivial or even nonsensical at first. They might ask for a book in a private library to be burned, or a commodity&#039;s price to be raised ever so slightly, or to reassign seemingly random personnel. It doesn&#039;t take long for their demands to escalate, however, and before long the subject will be ordered to taint medical supplies at their source, redirect relief shipments away from planets in need, or outright betray colonists to Slaugth raiders. Should they refuse, the Slaugth will eat them instead and find another desperate fool to take their place.&lt;br /&gt;
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==Status==&lt;br /&gt;
Nowadays the Slaugth and their fans are praying to [[H.P. Lovecraft|Yog Sothoth]] that they get their own codex, but the Slaugth, along with other minor races such as the [[Rak&#039;gol]] and the Enoulians were the brain-children (pun intended) of [[Fantasy Flight Games]], and haven&#039;t really seen mainstream attention in rulebooks. Not to mention the whole [[Worm That Walks]] thing is a long established horror trope that has been used in [[Dungeons &amp;amp; Dragons|other RPGs]] before. Chances are that it will only happen when Games Workshop truly runs out of &amp;lt;s&amp;gt;ideas&amp;lt;/s&amp;gt; money.&lt;br /&gt;
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However, the Slaugth (and Rak&#039;Gol) do get a mention in [[Necromunda]] in the Book of Judgement, along with their weapons being available as black market wargear. So perhaps there is a slim chance for them to make an appearance on the tabletop after all. That being said, their fluff firmly establishes that they prefer infiltration and subterfuge over direct conflict to achieve their goals so they might not be a particularly good fit for having a full army anyway.&lt;br /&gt;
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===Possible Crusade-Era Connection===&lt;br /&gt;
The Slaugth are alluded to several times across the &#039;&#039;&#039;Horus Heresy&#039;&#039;&#039; series, which makes sense considering that Forgeworld fluff guru &#039;&#039;&#039;Alan Bligh&#039;&#039;&#039; (Emperor rest his soul) was one of the lead writers of [[Dark Heresy]], so might be indirectly using his big bad worm monsters as the terrible boogeymen from the galactic north and east that are only spoken of in whispers.&lt;br /&gt;
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In one of the [[Forge World]] books, a [[World Eaters|War Hounds]] character, prior to [[Angron]]&#039;s return to the legion was critically injured by the &amp;quot;Slaugth Murder-Minds&amp;quot; at &#039;&#039;&#039;Rangda&#039;&#039;&#039;, which connects the Slaugth to the &#039;&#039;&#039;[[Rangdan Xenocides]]&#039;&#039;&#039; fought by the [[Space Wolves]] and [[Dark Angels]], and possibly where one of the two unknown legions was destroyed.&lt;br /&gt;
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In the short story &#039;&#039;Living Relics&#039;&#039;, the [[Consecrators]] Chapter find one of these aboard a First Legion warship sent to battle them as part of a larger fleet, albeit one lost and found deep beyond the Eastern Fringe, far from the Rangdan strongholds in the galaxy&#039;s northwest.&lt;br /&gt;
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They are also mentioned as the discoverers and keepers of a young [[Alpharius]] in one of his spurious origin stories, but This Account Is A Lie (but may have contained grains of truth). As the Slaugth are known to be master infiltrators and frequently use humans to spy on their behalf, this raises some disturbing questions as to how he learned his infiltration skills and what the Slaugth planned to do with him.&lt;br /&gt;
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The Rangda were described as being so powerful they nearly killed the Imperium stone dead even with the Emperor alive and kicking at the helm (Something no other foe has ever been able to do), and the Emperor was forced to unleash the [[Void Dragon|Labyrinth of Night]] to defeat them. However, in the book &#039;&#039;Alpharius: Head of the Hydra&#039;&#039; it is made quite clear that the Slaugth and the Rangda are two separate forces, they had entirely different void ships and modes of war: The Rangda&#039;s viciousness was compared to Orks, while the maggot-men of the Slaugth repulsed the Primarch on a very fundamental level. If Alpharius is to be believed (read: he&#039;s not), they operated in the same warzones so it is possible that the Slaugth and Rangda were close allies or related in some other way. Alpharius wonders if the Slaugth merely followed in the wake of the Rangdan destruction like vultures, or had driven them from worlds that they had claimed, or were able to direct Rangda towards the rich feeding grounds.&lt;br /&gt;
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However, the FFG games also establish quite clearly that the Slaugth, for a couple of reasons, simply do not have the numbers to assault the Imperium head-on (in the 41st Millennium, they&#039;d hardly be the first species to have been removed as a credible threat by the Great Crusade or other Imperial action). And this is one Sector we&#039;re talking about. As much as the fans want to see Slaugth versus Custodes action, it is not going to happen.&lt;br /&gt;
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==Technology==&lt;br /&gt;
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Despite their appearance, the Slaugth are a highly advanced race and possess technology on par with even the [[Necron|Necrons.]] Their specialty is [[Tyranid|biomechanical technology]], aka technology with organic parts, so instead of training troops they essentially farm them and then stick them full of robotic parts if they didn&#039;t have them from the get-go. They may or may not have zombie minions as most of their bio-mechanical constructs are usually constructed from the remains of others.&lt;br /&gt;
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One of the constructs they have is called a &#039;&#039;&#039;Harvester Construct&#039;&#039;&#039;, which is a floating ball of flesh with a robotic arm that goes around and decapitates people and preserves their heads so the Slaugth can eat the brains later. Whoever comes up with these bizarre ideas must have been smoking some strong ass [[Drug|drugs.]] Better yet whose [[What|brains were the Slaugth smoking?]]&lt;br /&gt;
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The second one we know about is called a &#039;&#039;&#039;Warrior Construct&#039;&#039;&#039;. which unlike the others has a shape and have an [[NSFW|uncanny resemblance to human genitals.]] On the other hand, the Warrior Construct also looks like sea anemones with legs and teeth as the description given to them are, &amp;quot;&#039;&#039;These pale, oval masses of fungal flesh are filled with purple veins and metal lattices.&#039;&#039;&amp;quot; They also have necrotic beamers and have bone blades coming out of their tendrils. So in other words it&#039;s a [[FATAL|biomechanical attack penis]] which is the Slaugth&#039;s amalgamation containing all of [[4chan]]. Or they just found H.R. Giger&#039;s [[/d/|art collection]].&lt;br /&gt;
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Their clothing of choice and pseudo-armor are called &#039;&#039;&#039;Shroud Cloaks&#039;&#039;&#039;. These ragged, tattered robes absorb and refract light and seem to move as if they were alive, making them look like misshapen humans in the distance. They also have &#039;&#039;&#039;Shroud Armor&#039;&#039;&#039;, which is a different tier of shroud tech which actually clouds the perception of anyone observing the Slaugth wearing it, effectively making them invisible.&lt;br /&gt;
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For weapons the Slaugth possess &amp;quot;&#039;&#039;&#039;Necrotic weaponry&#039;&#039;&#039;&amp;quot;, which appear in a variety of forms. They have Necrotic Scepters, which can be used as a melee or ranged weapon. The warrior constructs mentioned above have a Necrotic Beamer that can can turn organic targets into dust in seconds, and high-ranked Slaugth get a Necrotic Lance that can blow up main battle tanks.&lt;br /&gt;
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{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Saharduin&amp;diff=412207</id>
		<title>Saharduin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Saharduin&amp;diff=412207"/>
		<updated>2023-06-04T00:11:58Z</updated>

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&lt;div&gt;{{Heresy}}&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[File:Saharduin concept.jpg|In reality they arn&#039;t as pretty as fans make them out to be...|300px|right|thumb|Not a pretty sight]]&lt;br /&gt;
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One of the most enduring, lasting and popular races in [[Warhammer 40,000]], /tg/ loves the &#039;&#039;&#039;Saharduin&#039;&#039;&#039;.&lt;br /&gt;
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...All right, not really.&lt;br /&gt;
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In truth they&#039;re a hold-over from the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, when the [[Imperium of Man]] was less racist, [[Eldar]] could [[Illiyan_Nastase|interbreed with humans]], and [[Orks]] were, uhm, exactly the same as they are now, but with cooler hats and derpier faces. [[Squats]] were getting a codex anytime soon. The Saharduin themselves may have been derived from the [[Sahuagin]] of DnD fame. They date back to these long-since-forgotten glory days. Whether this is [[Awesome|good]] or [[FAIL|bad]] largely depends on your viewpoint; they&#039;re the subject of a [[Skub|massive level of love and hate - simultaneously no less -]] on [[/tg/]]. As is the case with [[My Little Pony]] and [[Touhou]], it&#039;s something that /tg/ both loves and hates, all at once.&lt;br /&gt;
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The actual model goes for $$$$ on eBay, though you can find the associated &#039;Fishmen&#039; models via Wargames Foundry. Like Squats, they&#039;re a thing that third-party mini makers love to redesign and riff on.&lt;br /&gt;
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&amp;lt;strike&amp;gt;Also like Squats&amp;lt;/strike&amp;gt; (not any more), it&#039;s something that a certain sort of &amp;lt;strike&amp;gt;troll&amp;lt;/strike&amp;gt; likes to ask Games Workshop to bring back. Always worth it for the lols when GW does another customer survey. (Leagues of G&#039;ura when?!)&lt;br /&gt;
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To the right sort of deviant, they are [[Awesome|SHARKS WITH GUNS]]! They are also a type of [[Merfolk]] and [[Furry]], and if threads on /tg/ are any indication, a [[/d/|widely-believed-to-be-smexy-by-deviants]] one. They&#039;re also a reference to Warhammer 40K from the days where it was less grimdark and more hair metal. [[Beakie|Fuck yeah]].&lt;br /&gt;
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On the other hand, they&#039;re a favored means of [[troll]]ing /tg/, since /tg/ hates [[furries]] with an abiding passion. In dozens of threads, a small but vocal minority has flooded threads with shark-girls until either the mods unleashed an [[Exterminatus|orbital strike]] or until hilarity occured when /tg/ did its time-honored practice of [[/tg/ gets shit done|getting shit done]].&lt;br /&gt;
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Nowadays, any discussion of Saharduin inevitably leads to a [[Furry|Sharkgirl]] thread within half-a-dozen posts.&lt;br /&gt;
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&#039;&#039;&#039;TL;DR:&#039;&#039;&#039; A great example of [[Derp|/tg/ being /tg/]].&lt;br /&gt;
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In the Horus Heresy sourcebook Inferno, the Saharduin are mentioned as having been obliterated by the Space Wolves Legion during the Great Crusade. They should not be confused with the [[Space Marine]] chapter the [[Space Sharks]], though they appear to share the same war cry of &#039;&#039;&#039;&amp;quot;[[Shark|SUUUUCK MY DIIIIICK, I&#039;M A SHAAAARK]]&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Could they be back in Necromunda in the form of House Delaque’s Piscean Spektors?!&lt;br /&gt;
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==From Rogue Trader==&lt;br /&gt;
The Saharduin (sometimes known as &amp;quot;[[Merfolk|Piscean Warriors]]&amp;quot;) are a [[Xenos|race of shark-like aliens]].&lt;br /&gt;
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Sarharduins possess a sinuous body, with a long, finned tail. They have two legs and two arms, and a mouthful of sharp teeth. They stand approximately seven and a half feet tall in their typical stance. They are water-dwelling organisms by nature, but solve this by using tanks of water for the purposes of breathing whilst off-world. Their weapons and armor are largely considered to be close to the Imperium&#039;s, but much more limited, as they haven&#039;t spread as far or made as many advances. They do boast some unique kit, including bolt weapons which are designed to work above and below water, for example. The Imperium fought a long war against the Sarharduin back in the 80s, but were unable to eradicate them - most of them were located in deep, sub-ocean dwellings, which made the conventional forms of devastating their worlds largely nonviable (excluding cyclonic torpedoes and orbital bombardment. Actually, it wouldn&#039;t be that difficult.) - so the Imperium was content to simply contain their worlds, set up defensive fleets, and use the sharkies for target practice every time they try to get off-world. Every so often, though, a vessel or two slips through. The details of their worlds, largely oceanic and unexplored, are currently unknown and unlikely to become known without aid from the Ordo Xenos.&lt;br /&gt;
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== From Citadel Miniatures ==&lt;br /&gt;
[[Image:Piscean Warrior mini.jpg|thumb|right|Like all [[Daemonette|Miniatures from this time-period]], their models are pretty hideous.]]&lt;br /&gt;
{{Topquote|The Saharduin control several worlds in the Ultima Segmentum. They are both hostile and powerful, and have technology roughly equivalent to that of the Imperium. A typical Piscean Warrior is armed with a boltgun-analogue and a power sword. The Imperium fought a long war against the Sarharduin, but were unable to eradicate them. The menace could only be contained. To this day, no known human has ever set foot upon one of the planets of Saharduin; they remain dark and unexplored.|Codex Imperialis, Citadel Miniatures March 1987 mail order flyer}}&lt;br /&gt;
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==Gallery==&lt;br /&gt;
Here&#039;s a bunch of fucking pictures of Shark Girls. It&#039;s got fuck all to do with 40K, but we know what you came here for.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ultra Shark Heresy.jpg|Sharks have makeup, apparently.&lt;br /&gt;
File:Surf.jpg|Yes, it&#039;s a shark with a surf board...&lt;br /&gt;
&lt;br /&gt;
File:Sharp Toothed She Devil.jpg|Delivers a blow job only Slaanesh followers or the Dark Eldar could love&lt;br /&gt;
File:Beach Girl.png||Boi-oi-oi-oi-oi-ng&lt;br /&gt;
File:Shark Gurlz.jpg|A rare photo depicting the females of the species.&amp;lt;s&amp;gt;There are only pictures of females in all of this gallery you twat!&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;font-family:serif; font-size:110%; color:#993333;&amp;quot;&amp;gt;{{#if:{{{1|}}}|{{{1}}}|&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*BLAM*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;}} That&#039;s the point!&amp;lt;/span&amp;gt; &amp;lt;noinclude&amp;gt;&lt;br /&gt;
File:Grin.jpg|No just no, The Holy Inquisition has declared ocean worlds heretical for this!&lt;br /&gt;
File:Halloween.jpg&lt;br /&gt;
File:Mortal Sharkbat.png|FINISH HIM!!! &amp;lt;s&amp;gt;(in bed)&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;font-family:serif; font-size:110%; color:#993333;&amp;quot;&amp;gt;{{#if:{{{1|}}}|{{{1}}}|&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*BLAM*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;}} Heresy!&amp;lt;/span&amp;gt; &amp;lt;noinclude&amp;gt;&lt;br /&gt;
File:Get some.png&lt;br /&gt;
File:Lifeguard irony.jpg|Two female Saharduin on the hunt.&lt;br /&gt;
Tiger.jpg&lt;br /&gt;
Smile.png&lt;br /&gt;
Mayhem.jpg&lt;br /&gt;
Bed time.png&lt;br /&gt;
1314318761122.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Xenos]][[Category:Minor Xenos Species]][[Category:Furry]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Reptos&amp;diff=402722</id>
		<title>Reptos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Reptos&amp;diff=402722"/>
		<updated>2023-06-04T00:11:23Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &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;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Reek&amp;diff=401095</id>
		<title>Reek</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Reek&amp;diff=401095"/>
		<updated>2023-06-04T00:10:50Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Reek&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Noisome Reek&#039;&#039;&#039;, are a xenos species living in the [[Eastern Fringe]], and are the punching bag of the whole area, and that&#039;s no small feat. Despite the fact they&#039;re trying to create their own little galactic empire in the area, they show remarkable levels of [[fail]] while doing so: not only did they attack planets of both the [[Imperium]] and the [[Tau Empire]] at the same time (both dwarfing the Reek in technology, firepower and manpower to a ridiculous extreme), but when they confront their military forces, they get absolutely stomped. During the Battle of Ghallenburg, a single [[Rogue Trader]] was able to keep them from taking the planet by attacking them while the Reek voidswarms were entering the planet. They are also one of the few alien species the Tau actively hate. In the 4th ed. Tau Empire Codex, they are described as a hateful species that attacked the planet Sir&#039;coa, and were once again curbstomped by the Fire Warriors led by [[Aun&#039;Va]].&lt;br /&gt;
&lt;br /&gt;
Their spacecrafts are called voidswarms, so we can assume they are some sort of insectoid aliens (or they&#039;re named after their numbers or other characteristic, so hardly a safe assumption), but this is unclear, as descriptions of them are quite rare, and I don&#039;t think there is any form of art of them. Also, they have a hideous stench, according to their name.&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Reek&amp;diff=401105</id>
		<title>Reek</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Reek&amp;diff=401105"/>
		<updated>2023-06-04T00:09:59Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Reek&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Noisome Reek&#039;&#039;&#039;, are a xenos species living in the [[Eastern Fringe]], and are the punching bag of the whole area, and that&#039;s no small feat. Despite the fact they&#039;re trying to create their own little galactic empire in the area, they show remarkable levels of [[fail]] while doing so: not only they attacked planets of both the [[Imperium]] and the [[Tau Empire]] at the same time (both dwarfing the Reek in technology, firepower and manpower to a ridiculous extreme), but when they confront their military forces, they get absolutely stomped. During the Battle of Ghallenburg, a single [[Rogue Trader]] was able to keep them from taking the planet by attacking them while the Reek voidswarms were entering the planet. They are also one of the few alien species the Tau actively hate. In the 4th ed. Tau Empire Codex, they are described as a hateful species that attacked the planet Sir&#039;coa, and were once again curbstomped by the Fire Warriors led by [[Aun&#039;Va]].&lt;br /&gt;
&lt;br /&gt;
Their spacecrafts are called voidswarms, so we can assume they are some sort of insectoid aliens (or they&#039;re named after their numbers or other characteristic, so hardly a safe assumption), but this is unclear, as descriptions of them are quite rare, and I don&#039;t think there is any form of art of them. Also, they have a hideous stench, according to their name.&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ranghon&amp;diff=396379</id>
		<title>Ranghon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ranghon&amp;diff=396379"/>
		<updated>2023-06-04T00:09:46Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ranghon are a Xenos race which has been successfully assimilated into the Tau Empire.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Rak%27gol&amp;diff=395806</id>
		<title>Rak&#039;gol</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Rak%27gol&amp;diff=395806"/>
		<updated>2023-06-04T00:09:08Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rak&#039;gol.jpg|650px|thumb|right| A face only a mother would love.]]&lt;br /&gt;
The &#039;&#039;&#039;Rak&#039;gol&#039;&#039;&#039; (not to be confused with [[Star Wars|Rakghouls]]) are a race of spacefaring pirate/psychopathic-murder-lizard/insect/cyborg... things. These guys are pretty much what happens when the [[Dark Eldar]] has all their kinkiness replaced by extra badassery and [[awesome]]ness peppered with [[Rip and Tear]] and a touch of [[Cthulhu]]. They were created by [[Fantasy Flight Games|FFG]] for the [[Rogue Trader (RPG)]], which is no longer officially supported by the company. The majority of [[/tg/]] pray that they will one day receive some added fluff and crunch on these Pirate-Cyborg-Lizard-Insects, but Games Workshop being Games Workshop likely won&#039;t ever create a Codex for these guys.&lt;br /&gt;
&lt;br /&gt;
Some people in the Imperium (and a lot in real life) realized that the Rak&#039;gol have no famous/infamous individuals in their society; heck, even the Tyranids have more recognizable guys, such as Old One-Eye, for example. Furthermore, due to the common theme of ignorance in the Imperium and the vastness of space, it is quite common to see the Rak&#039;gol excused as a mythological beast; hell, even the name &amp;quot;Rak&#039;gol&amp;quot; itself was the name of a mythical creature used to frighten children, like the bogeyman, before the Imperium even coined the name of their race in the first place.&lt;br /&gt;
&lt;br /&gt;
From what we &#039;&#039;have&#039;&#039; learned, the Rak&#039;gol are a species of aliens that like to scavenge and loot things from other aliens. Often their would-be hostages are [https://firefly.wikia.com/wiki/Reaver/ raped to death, have their flesh eaten and their skin sewn to the Rak&#039;gol&#039;s clothes.] [[Grimdark|And, if they (the hostages) are very, very lucky, they (the Rak&#039;Gol) will do it in that order]]. They (and the Tyranids) are the only race whose origins have not been explored much, due to their first contact being in the outermost reaches of the Koronus Expanse and the fact that trying to negotiate and talk to them often ends with the interrogator being [[FATAL|ripped apart and shat upon]]. Because of this, the Imperium have trouble knowing what the hell these guys are up to. The only time the Imperium actually get a specimen to study, is a corpse, and the results are often at best inconclusive. Being described as reptilian with some insectoid features, they are infamous for their apparent [[Adeptus Mechanicus|hard-on for cybernetic surgery]], changing their already [[Tech Priest|deadly natural bodies into even more fearsome forms]]. Fortunately for the Imperium (or so they say...) the Rak&#039;gol are easily identified by their apparent [[Ork|ramshackle designs of their starships]] as well as being the &#039;&#039;&#039;&#039;&#039;[[What|only race whose]] [[Fail|technology is worse than]][[Ork| the Orks&#039;.]]&#039;&#039;&#039;&#039;&#039; Although their technology is relatively primitive, they make up for this with brutal simplicity of design. The Imperium considers them to be less intelligent than Orks, probably because they seem to lack any sort of language, communicating only in roars and grunts. It&#039;s unknown how they manage to coordinate the building of weaponry, let alone starships, but they seem to manage somehow...&lt;br /&gt;
&lt;br /&gt;
==Anatomy==&lt;br /&gt;
Despite the Xenobiologists best attempts, we still know very little about their culture and way of thinking, fortunately what we do know is what these guys are made of. The Rak&#039;gol is often described as having the odd combination of both reptilian and insectoid features, their most notable features include having eight limbs, very tough reptile-like scales, a mouth filled with teeth, a long prehensile tail ending with a barbed end, and laying eggs big enough that it should be considered out-right impossible by real world standards. Rak’Gol are large creatures that easily dwarf humans; standing a little over the height of a [[Space Marine]], and weighing upwards of 175 kilograms.&lt;br /&gt;
&lt;br /&gt;
They are recognized among /tg/ for being one of the few races, I repeat FEW races in WH40K that looks and sound original, not like those [[Necrons|fantasy]] [[Chaos|races]] [[Eldar|in]] [[Orks|SPAAAACE!]] or those races that look like it got [[Tyranids|ripped]] [[Tau|out]] [[Genestealer|of]] [[Starship Troopers|other]] [[H.G. Wells|Sci-Fi]] [[H.P. Lovecraft|works]] (then again, their culture is pretty much the Reavers from Firefly, though they might predate Firefly (and the Reavers, just like everything else about Firefly, aren&#039;t even close to being original to that series). Their name is also very similar to the Rakghouls from the [[Star Wars]] expanded universe, but are otherwise nothing alike. Visually they greatly resemble the various xenomorphs from Alien, but again have nothing in common thematically). But back on topic, the Rak&#039;gol other than their cybernetics, are shown to be incredibly strong and tough as nails, such as surviving in their nuclear leakage in their very own ships as well as shrugging off multiple Autogun shots like bee stings.&lt;br /&gt;
&lt;br /&gt;
Furthermore, their brains are noted to be fairly...primitive when compared to Humans&#039; brains, but are still more advanced than Orks&#039; brains. However, that does not mean that they are smarter, and their apparent lack of creativity in their technology and weapons that would embarrass even the Orks. There are still no documented cases of female Rak&#039;Gol, but we should be fortunate that we don&#039;t get to see one (God forbid [[/d/|/d/]] if they actually created one... which of course they did, knowing them)&lt;br /&gt;
&lt;br /&gt;
[[Deffwotch|They also make excellent chairs.]]&lt;br /&gt;
&lt;br /&gt;
==Caste==&lt;br /&gt;
[[File:Rak&#039;Gol_Scout.jpg|270px|thumb|right| These guys look like they might actually make it out alive...]]&lt;br /&gt;
[[File:250px-Rak&#039;Gol_Abomination.jpg|200px|thumb|left|...Oh God!]]&lt;br /&gt;
The Rak&#039;Gol at least show some sign of intelligence, in that they have a clear and specific rank (which is surprising given their apparently bestial nature (probably biological caste system)), and thus they know who&#039;s boss of the Pirate Games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Carvers:&#039;&#039;&#039; Your typical mooks, they are the youngest members of their race and look like the triple-bastard love-children of Slenderman, a mantis, and a velociraptor. Completely naked (but that doesn&#039;t stop them for being tough enough to shrug off Bolters like they were pea-shooters) and terrifyingly vicious. They are only allowed to be gifted with Cybernetics if they survive their first raid, and prove to their superiors that they can [[rip and tear]]. They&#039;re usually armed with basic stubbers or autoguns, but if they lose them, they can still use their claws, teeth and tails to rip Guardsmen apart like candy-floss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Marauders:&#039;&#039;&#039; These guys are the most common and easily noticeable Rak&#039;gol during their raids. They&#039;re upgraded Carvers (quite literally), and all of them possess a cybernetic feature of some kind. They typically carry Razor Guns or Howler Rifles, but very rarely carry Rad-beam Cannons instead. Often classified as the &amp;quot;Space Marine&amp;quot; of the Rak&#039;gol, while their Carvers counterpart are the &amp;quot;Guardsmen&amp;quot; of the species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Broodmasters:&#039;&#039;&#039; The captains and leaders of the Rak&#039;gol. These aliens have so much bling and cybernetics that you could actually confuse them for an actual robot. They often tell their inferiors where to hunt and which places boast great opportunities for raiding parties. They also have a lieutenant version called &#039;&#039;&#039;Rak&#039;gol Clutchmasters&#039;&#039;&#039;, which are literally Broodmasters on a diet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Abominations:&#039;&#039;&#039; As their name suggests, these are some of the most hideous members of the species, and incidentally their highest leaders. Hulking and brutal, they fuse their Cybernetics with [[Yu&#039;Vath]] [[Chaos|technology]], making them incredibly dangerous and powerful. They look like the abominable fetus of a Rak&#039;gol Broodmaster and Dr. Frank N. Furter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Renders:&#039;&#039;&#039; Basically Abominations with extra helpings of [[Rage|RAEG]] and [[Rip and Tear|Rip And Tear]]. Apparently they can&#039;t or won&#039;t open doors, it is theorized by in setting sources that they aren&#039;t actually too stupid to use doors, they simply find it faster and easier to carve through them with outrageously fast Chainfists. In summation THEY GIVE ZERO FUCKS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Techno-Shamans:&#039;&#039;&#039; You ever wonder what would happen if a Rak&#039;gol stole some psykers from the Imperium and infused their powers into their cybernetics? Have you ever wondered what they would look like? Well rest assured, the Techno-Shamans are here! They look like they&#039;re wearing a Xenomorph head as a helmet and are known to make low-level psykers shit themselves in terror.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
[[File:Rak&#039;Gol_Vessels_chart.jpg|275px|thumb|left|[[Pretend|Such creativity, such beauty and finesse...]]]]&lt;br /&gt;
The technology of the Rak&#039;gol is so ramshackle, primitive, and generally poor in quality that it makes [[Ork]] designs look ingenious. Yeah, seriously. Their ships are among the few still using nuclear fission reactors in the 41st millennium, as compared to the Imperium&#039;s plasma fusion generators. In fact, these aren&#039;t even &#039;&#039;good&#039;&#039; fission reactors; they regularly leak such massive amounts of radiation that any normal human would be killed almost instantly. This has led the Imperium to wonder just how durable these fuckers are.&lt;br /&gt;
&lt;br /&gt;
The Rak&#039;gol also tend to steal and use technology from other races, including the Imperium. This means that, essentially, they are the xenos equivalent of the [[Blood Ravens]]. On at least one occasion, a [[Adeptus Mechanicus|Xenobiologist]] misidentified them, because they had stolen so much.&lt;br /&gt;
In fact, the only original thing these guys have (and their most famous trait) is their love of cybernetics. After every raid, surviving Rak&#039;gol are implanted with cybernetics, both to improve their bodies and as a sign of status. Most of these are the typical, cliché implants, like arms or legs, but higher-status Rak&#039;gol are gifted with fancy-schmancy rad-weapons or [[Power weapon|power claws]]. Despite the primitive look of these implants, they are highly effective, being made to [[get shit done]].&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
It should be noted that most of the time, Rak&#039;gol weapons are stolen Imperium [[Stubber|Stubbers]] and [[Autogun|Autoguns]], however here are a few weapons considered original to the Rak&#039;gol, even though they look like they can only fire five shots before they&#039;re useable only as makeshift clubs (which they&#039;re designed to be good for). To be fair, Imperial ballistic weapons &#039;&#039;are&#039;&#039; incredibly powerful compared to modern arms, the fact they use 8-10mm bullets for assault rifles as opposed to battle rifles is pretty impressive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Razor Gun:&#039;&#039;&#039; Think of these as an Orkified version of an Eldar monofilament weapon, they are usually modified Autoguns that fire barbed wire in a bullet shape, and are usually seen to [[Rip and Tear|rip and tear]] apart Guardsmen like wet-tissue paper thrown into a wood chipper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Howler Rifle:&#039;&#039;&#039; Imagine these guns as triple-barreled machine guns built by Haitians... expect carnage, pain and the collateral damage of the &amp;quot;Woopsies, it seems my gun kind of broke apart and hit Jimmy on the eye!&amp;quot; variety. Are noted to vomit out so many bullets that the gouts of flame from the end of the barrels could be re-purposed as a [[Flamer|flamethrower]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rad-beam Cannon:&#039;&#039;&#039; These are essentially lasers that shoot out beams of nuclear radiation that somehow [[What|&amp;quot;voraciously breaks down armour and materials&amp;quot;]]. Think of them as a combination of a [[Lascannon|Lascannon]] and a [[Hellhound Tank|Chemical Thrower]] with an added [[Fallout|Fallout-esque look]]. Or if you&#039;ve played Red Alert 2, it&#039;s almost exactly the same weapon the Iraqi Desolators use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Rad Axe:&#039;&#039;&#039; These are literally power-axes that emit and contaminate the atmosphere with nuclear radiation. [[/tg/]] often imagines them as normal pole-axes with a red light or tinge at the tip of the blade. Damage usually includes severe radiation burns. Nasty stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Intimidator:&#039;&#039;&#039; Nobody knows what they look like, not even the Ad-mech knows what the hell they&#039;re meant to be, other then be &amp;quot;Torture Devices&amp;quot; to any poor chap. We like to envision them as needle gloves like Scarecrow from Batman: Arkham Asylum, but those sick/unimaginative bastards from [[/d/|/d/]] like to imagine them as electro-whips used to &amp;quot;torture&amp;quot; captured Eldar women...&lt;br /&gt;
&lt;br /&gt;
==Hypothesized Stats for the Rak&#039;gol==&lt;br /&gt;
TROOPS CHOICE: RAK&#039;GOL CARVERS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WS&#039;&#039;&#039; 4 / &#039;&#039;&#039;BS&#039;&#039;&#039; 3 / &#039;&#039;&#039;S&#039;&#039;&#039; 4 / &#039;&#039;&#039;T&#039;&#039;&#039; 4 / &#039;&#039;&#039;W&#039;&#039;&#039; 1 / &#039;&#039;&#039;I&#039;&#039;&#039; 4 / &#039;&#039;&#039;A&#039;&#039;&#039; 2 / &#039;&#039;&#039;Ld&#039;&#039;&#039; 8 / &#039;&#039;&#039;Sv&#039;&#039;&#039; 6+&lt;br /&gt;
&lt;br /&gt;
;Composition&lt;br /&gt;
5 Rak&#039;gol Carvers&lt;br /&gt;
&lt;br /&gt;
;Unit Type&lt;br /&gt;
Infantry&lt;br /&gt;
&lt;br /&gt;
;Wargear&lt;br /&gt;
* Stubber - Each have the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 24&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 3 / &#039;&#039;&#039;AP&#039;&#039;&#039; - / &#039;&#039;&#039;Type&#039;&#039;&#039; Rapid Fire&lt;br /&gt;
* Rak&#039;gol Blades - Rak&#039;gol Blades are Close Combat Weapons that have the &#039;&#039;Shred&#039;&#039; USR.&lt;br /&gt;
&lt;br /&gt;
;Special Rules: Feel No Pain (6+), Stubborn&lt;br /&gt;
&lt;br /&gt;
;Options:&lt;br /&gt;
* May Include up to 5 additional Rak&#039;gol Carvers for &#039;&#039;9 points per Model&#039;&#039;&lt;br /&gt;
* Any model in a squad may replace their stubber for a &#039;&#039;&#039;Autogun&#039;&#039;&#039; for &#039;&#039;1 point per model&#039;&#039;&lt;br /&gt;
* For every 5 models in a squad, one model may replace their stubber for one of the weapons in the following lists:&lt;br /&gt;
** &#039;&#039;Heavy Stubber&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 36&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 4 / &#039;&#039;&#039;AP&#039;&#039;&#039; 6 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 2......................10 Points&lt;br /&gt;
** &#039;&#039;Rak&#039;gol Razor Gun&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 24&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 3 / &#039;&#039;&#039;AP&#039;&#039;&#039; 5 / &#039;&#039;&#039;Type&#039;&#039;&#039; Assault 3, Shred..............10 Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Autogun&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 18&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 3 / &#039;&#039;&#039;AP&#039;&#039;&#039; - / &#039;&#039;&#039;Type&#039;&#039;&#039; Assault 1&lt;br /&gt;
----&lt;br /&gt;
ELITE CHOICE: RAK&#039;GOL MARAUDERS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WS&#039;&#039;&#039; 4 / &#039;&#039;&#039;BS&#039;&#039;&#039; 3 / &#039;&#039;&#039;S&#039;&#039;&#039; 5/ &#039;&#039;&#039;T&#039;&#039;&#039; 5 / &#039;&#039;&#039;W&#039;&#039;&#039; 1 / &#039;&#039;&#039;I&#039;&#039;&#039; 4 / &#039;&#039;&#039;A&#039;&#039;&#039; 2 / &#039;&#039;&#039;Ld&#039;&#039;&#039; 8 / &#039;&#039;&#039;Sv&#039;&#039;&#039; 4+&lt;br /&gt;
&lt;br /&gt;
;Composition&lt;br /&gt;
4 Rak&#039;gol Marauders&lt;br /&gt;
&amp;lt;br&amp;gt;1 Rak&#039;gol Clutchmaster - Squad Leader (Ld 9 / Sv 3+/2 wounds)&lt;br /&gt;
&lt;br /&gt;
;Unit Type&lt;br /&gt;
Infantry&lt;br /&gt;
&lt;br /&gt;
;Wargear&lt;br /&gt;
* Autogun&lt;br /&gt;
* Rak&#039;gol Razor Gun&lt;br /&gt;
* Rak&#039;gol Blades&lt;br /&gt;
* Frag Grenades&lt;br /&gt;
&lt;br /&gt;
;Special Rules&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Feel No Pain (6+)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Clutchmaster Only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Options:&lt;br /&gt;
* May Include up to 5 additional Rak&#039;gol Marauders for &#039;&#039;17 points per Model&#039;&#039;&lt;br /&gt;
* Clutchmaster may make one of his weapons Master-Crafted for &#039;&#039;5 points per Model&#039;&#039;&lt;br /&gt;
* For every 5 models in a squad, one model may replace their Autogun with a weapon from the following list:&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039;&#039;&#039;..................................5 Points&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Rak&#039;gol Razor Gun&#039;&#039;&#039;&#039;&#039;..............................5 Points&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Howler Rifle&#039;&#039;&#039;&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 48&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 4 / &#039;&#039;&#039;AP&#039;&#039;&#039; 5 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 4, Barrage, Unstable.............15 Points&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Rad-beam Cannon&#039;&#039;&#039;&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 36&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 7 / &#039;&#039;&#039;AP&#039;&#039;&#039; 3 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 1, Melta, Unstable..............20 Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unstable&#039;&#039; - Each time the model rolls a 1 on its To-Hit roll, roll a D6. On a roll of 4+, the model and any model within 6-inches automatically takes a S4 AP- wound. Infantry may take armour or invul saves, vehicles take a 3+ save against it or lose a Hull Point. Master-Crafting nullifies this rule.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
ELITE CHOICE: RAK&#039;GOL RENDERS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WS&#039;&#039;&#039; 5 / &#039;&#039;&#039;BS&#039;&#039;&#039; 3 / &#039;&#039;&#039;S&#039;&#039;&#039; 5 / &#039;&#039;&#039;T&#039;&#039;&#039; 5 / &#039;&#039;&#039;W&#039;&#039;&#039; 2 / &#039;&#039;&#039;I&#039;&#039;&#039; 5 / &#039;&#039;&#039;A&#039;&#039;&#039; 4 / &#039;&#039;&#039;Ld&#039;&#039;&#039; 9 / &#039;&#039;&#039;Sv&#039;&#039;&#039; 4+&lt;br /&gt;
&lt;br /&gt;
;Composition&lt;br /&gt;
4 Rak&#039;gol Renders&lt;br /&gt;
&amp;lt;br&amp;gt; 1 Clutchmaster Squad Leader (Ld 9 / Sv 3+)&lt;br /&gt;
&lt;br /&gt;
;Unit Type&lt;br /&gt;
Infantry&lt;br /&gt;
&lt;br /&gt;
;Wargear&lt;br /&gt;
* Autogun&lt;br /&gt;
* Giant Rak&#039;gol Blades (close combat weapons with Rending, Shred and Rampage rules)&lt;br /&gt;
&lt;br /&gt;
;Special Rules&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Feel No Pain (6+)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Fear&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Furious Charge&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Clutchmaster Only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Options:&lt;br /&gt;
* May Include up to 5 additional Rak&#039;gol Marauders for &#039;&#039;19 points per Model&#039;&#039;&lt;br /&gt;
* For every 5 models in a squad, one model may replace their Autogun for a &#039;&#039;&#039;Razor Gun&#039;&#039;&#039; for &#039;&#039;5 points per Model&#039;&#039;&lt;br /&gt;
* Any model in a squad may replace their Giant Rak&#039;gol Blades with &#039;&#039;&#039;Rak&#039;gol Rad Axes&#039;&#039;&#039; for 5 points per model&lt;br /&gt;
* Clutchmaster may make one of his weapons Master-Crafted for &#039;&#039;5 points per Model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rak&#039;gol Rad Axe - Has the following Stats: &#039;&#039;&#039;S&#039;&#039;&#039; +1 / &#039;&#039;&#039;AP&#039;&#039;&#039; 3 / Two-Handed, Fleshbane, Rending on 5+&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
HQ CHOICE: RAK&#039;GOL BROODMASTERS&lt;br /&gt;
- &#039;&#039;&#039;90 Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WS&#039;&#039;&#039; 6 / &#039;&#039;&#039;BS&#039;&#039;&#039; 4 / &#039;&#039;&#039;S&#039;&#039;&#039; 5 / &#039;&#039;&#039;T&#039;&#039;&#039; 5 / &#039;&#039;&#039;W&#039;&#039;&#039; 2 / &#039;&#039;&#039;I&#039;&#039;&#039; 5 / &#039;&#039;&#039;A&#039;&#039;&#039; 4 / &#039;&#039;&#039;Ld&#039;&#039;&#039; 10 / &#039;&#039;&#039;Sv&#039;&#039;&#039; 3+&lt;br /&gt;
&lt;br /&gt;
;Unit Type&lt;br /&gt;
Infantry&lt;br /&gt;
&lt;br /&gt;
;Wargear&lt;br /&gt;
* Twin-Linked Rak&#039;gol Razor Gun&lt;br /&gt;
* Rak&#039;gol Rad Axe&lt;br /&gt;
* Superior Bionics - Broodmaster gains the &#039;&#039;It Will Not Die&#039;&#039; USR.&lt;br /&gt;
* Frag Grenades&lt;br /&gt;
&lt;br /&gt;
;Special Rules&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Hatred&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Feel No Pain (6+)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Options:&lt;br /&gt;
* The Broodmaster may make one of his weapons Master-Crafted for &#039;&#039;5 points&#039;&#039;&lt;br /&gt;
* The Broodmaster may replace his Razor Guns with Twin-Linked weapons from the following list:&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Heavy Stubbers&#039;&#039;&#039;&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 36&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 4 / &#039;&#039;&#039;AP&#039;&#039;&#039; 6 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 2, Twin-Linked...........................5 Points&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Howler Rifles&#039;&#039;&#039;&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 48&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 4 / &#039;&#039;&#039;AP&#039;&#039;&#039; 5 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 3, Barrage, Twin-Linked, Unstable.............10 Points&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Rad-beam Cannons&#039;&#039;&#039;&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 36&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 7 / &#039;&#039;&#039;AP&#039;&#039;&#039; 4 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 1, Melta, Twin-Linked, Unstable..............15 Points&lt;br /&gt;
* The Broodmaster may replace his Rak&#039;gol Rad Axe with a &#039;&#039;&#039;Rak&#039;gol Intimidator&#039;&#039;&#039; for 10 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rak&#039;gol Intimidator&#039;&#039; - Has the following Stats: &#039;&#039;&#039;S&#039;&#039;&#039; USER / &#039;&#039;&#039;AP&#039;&#039;&#039; 1/ Fleshbane, Rending, All to wound rolls of 6 deal D3 wounds&lt;br /&gt;
&lt;br /&gt;
== Super Heretical Promotions! ==&lt;br /&gt;
{{promotions}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
Clearly, with every image posted on the web, we stray further from the Emprah&#039;s light. If this arouses you, please consult your nearest Inquisitor for ritual self-immolation with a Heavy Flamer. You sick fuck.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Rak&#039;gol 1.png|thumb|Here&#039;s a female...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Poctroon&amp;diff=381314</id>
		<title>Poctroon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Poctroon&amp;diff=381314"/>
		<updated>2023-06-04T00:06:46Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Poctroon were a xenos species that are notable for being the first sentient race to join the Tau Empire in 893.M37. However, within a few generations, disease destroyed the indigenous population. The Tau, who were immune to the plague, inherited the Poctroons&#039; homeworld, renaming it Bork&#039;an and turning it into a prime world.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Old_Ones_(Warhammer)&amp;diff=365326</id>
		<title>Old Ones (Warhammer)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Old_Ones_(Warhammer)&amp;diff=365326"/>
		<updated>2023-06-04T00:06:21Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Slaad_4.jpg|thumb| &amp;lt;s&amp;gt;The Slann are called &#039;&#039;Slaad&amp;amp;trade;&#039;&#039; in Dungeons &amp;amp; Dragons; original characters [[OGL|do not steal]].&amp;lt;/s&amp;gt; The Slaad came out in the fiend folio in 1981, a full 2 years before the &amp;lt;s&amp;gt;Slaan&amp;lt;/s&amp;gt; Slann (on a side note, Slaa means &amp;quot;pleasure&amp;quot; or &amp;quot;extatic&amp;quot; in Daemon&#039;s Tongue, Slaa&#039;leth --&amp;gt; Slaanesh ; it has no link at all with the Old Ones or the Slann super species) were invented, get your facts straight heretic. ]]&lt;br /&gt;
&#039;&#039;&#039;Old Ones&#039;&#039;&#039; of [[Warhammer Fantasy Battle]] and [[Warhammer 40,000]] were major actors in the deep backstory of both worlds. There is some debate about whether they are actually the same people in each, and these theories are explored in the [[Warhammer Meta-Setting]] article.&lt;br /&gt;
&lt;br /&gt;
== Warhammer Fantasy ==&lt;br /&gt;
In [[Warhammer Fantasy Battle]], the Old Ones are psychic frog-men from beyond the stars (big silver space-ships are mentioned even in the latest main rulebooks). &lt;br /&gt;
Knowing [[Chaos]] would one day appear in this reality and attempt to consume it (how they knew is unspecified) they decided to create a race of beings capable of keeping Chaos at bay forever, or even beat them (we don&#039;t know how ambitious they were). They reshaped the world, during which they created the [[Lizardmen]] races to aid them. The [[Slann]] were simply less intelligent reproductions of themselves, the Saurus were their bodyguards and had very few thoughts in their head other than whatever their current task is and the general calm reverence of the Slann and Old Ones (so born Space Marines), and the Skinks as the tiny frantic servants to the Slann. Requiring more magical power, they established [[Age of Sigmar|Realm Gates]] at the north and south poles of the world, through which they were able to travel freely between the world and wherever they came from. They also siphoned pure (AKA formless raw potential, pre-Chaos God alignment) Chaos magic into the world [[Derp|in order to protect the world from Chaos]], which worked exactly as well as you&#039;d imagine. They made peace with the local natural intelligent life, the dragons, and educated them as best they could. This knowledge would later pass onto the first created race of the Old Ones as the two races would become BFFs. Old Ones noticed the presence of [[Orcs &amp;amp; Goblins|greenskins]] around this time, the Old Ones [[Fail|brought to the world unknowingly]] in the form of spores which grew up to be the greenskins. They tasked the slow-reproducing Lizardmen with wiping them out, again with predictable results.&lt;br /&gt;
&lt;br /&gt;
First, they created [[High Elves|Elves]]. They shaped a continent called [[Ulthuan]] which actually floats above the ocean like a giant ship for them to dwell on, and instructed the Slann to teach the earliest of them magic (it&#039;s unknown if the [[Warhammer Fantasy Elf Gods|Elven gods]] were formed by the Slann or Old Ones, or if they came later out of belief; evidence supports the former as [[Isha]] is the mother of all mortal elves with [[Kurnous]] and as such the gods may have been proto-elves). As they surveyed the Elven race, they decided the Elves could not beat Chaos alone due to being frail and having a low birth rate despite potential for mastery of magic and a VERY strong resistance to the Warp.&lt;br /&gt;
&lt;br /&gt;
Next, [[Dwarfs]] were created. The Dwarfs actually resisted magic innately and in their presence it shifts back into formless current and seeps back into the Warp. The Dwarfs were hardy, and could physically bully magic into doing what they wanted it to (hence becoming great smiths of magic weapons free from Chaos taint using runes). However, the Dwarfs were stubborn and would not adapt fast enough in the face of demon trickery. The Old Ones abandoned yet another of their creations.&lt;br /&gt;
&lt;br /&gt;
The next race created was humanity (&amp;lt;s&amp;gt;in the heart of Africa&amp;lt;/s&amp;gt; in the fertile crescent, which wraps around the South Eastern shore of the Mediterranean Sea and a little inland at Syria and Iraq), which combined the magical aptitude of the elves (to a lesser degree) with the durability of the dwarves (to a lesser degree). Humanity&#039;s short lifespan with rapid reproduction along with ambition and lust not seen in their elder races combined would enable humans to have time to adapt and overcome anything Chaos could send at them. But humanity was too malleable. While the great ambition and adaptability could be a great strength against Chaos, it also made them more susceptible to the influence of Chaos than elves or dwarfs (as proven later when humans - including Beastmen - make up the majority of Chaos&#039; forces).&lt;br /&gt;
&lt;br /&gt;
The Old Ones created [[Halflings]] next, although nobody really knows why. They were resistant to mutation but that&#039;s about it. Small, frail, cowardly and unassuming, they were an abysmal failure as Halflings aren&#039;t really good at much other than cooking and eating. In a way they were the proto-Ogres.&lt;br /&gt;
&lt;br /&gt;
Various other races were created, more or less filling the gap of both anything added to the game down the road as well as anything fans can come up with. The sky titans were one such race, having the magical aptitude and intelligence of Elves, and the durability of the Dwarfs. However, they were too isolated and too solitary, and were likely just an artistic project. There may have been others, but it is likely that many of these proto-races were wiped out by the Lizardmen or if too much of a failure by the Old Ones themselves, with only the most &amp;quot;stable&amp;quot; being allowed to exist (men, elves, dwarfs).&lt;br /&gt;
&lt;br /&gt;
Finally, the [[Ogre Kingdoms|Ogres]] were created by combining the best aspects of Man, Elf, Dwarf and Halfling. They were highly resistant to Chaos yet still possessing magical talent, having a long lifespan like elves, with a fast reproduction rate they&#039;d be able to outlast Chaos, being highly durable, being able to cooperate with just about any race and quickly adapt to their customs, and finally stubborn enough to not fall to Chaos willingly in most cases. In addition to this, they are able to survive on just about any food, from meat to tree trunks to rocks. Their only drawback was their [[Tyranids|enormous appetites]]. As the Old Ones prepared to educate their newest masterpieces, endow them with gifts and try to fix that kink, the Warp Gates collapsed and Chaos entered the world. The Ogres, left with a growing population in a relatively stable environment, were not gifted with any taught culture. As a result, despite being fairly intelligent creatures on par with dwarves, elves or humans, the ogres were not unified, and had to grow as a natural race, unaware of and unwilling to engage in the purpose they were designed for. They thus became tribes of increasing size which spread out across the world and served every faction (including Chaos and its servants) as mercenaries.&lt;br /&gt;
&lt;br /&gt;
Why the Old Ones never looked at their failed creations and thought about putting them together in a lizardmen-style caste system is unknown. Dwarfs as the industrialists, artillery and infantry, Elves as artisans, scholars, cavalry, archers and mages, Ogres as the shock troops and heavy lifters, halflings as cooks, and humans to fill in anywhere they were needed and provide individual great heroes would have worked out perfectly.&lt;br /&gt;
&lt;br /&gt;
Instead, Chaos ran amok as the Four and their allies got off their collective asses, gained followers and physical influence in the world, and started fucking shit up. It&#039;s worth noting there&#039;s a subtle disconnect from 40K in that Chaos and the Old Ones were there &#039;&#039;all along&#039;&#039;, &amp;lt;s&amp;gt;as Fantasy Chaos has no Genesis&amp;lt;/s&amp;gt; true, kinda, but there&#039;s less metaphysical difference between the two settings than at first glance because, you know, warpfuckery; different worlds, same warp, so a few of the rules are different (what rules? It&#039;s the fucking &#039;&#039;warp&#039;&#039;), same Gods, too. As for the &amp;quot;emergence of the Gods&amp;quot; in 40K, they &#039;&#039;do&#039;&#039; coalesce psychically but also aren&#039;t bound by the rules of time (cf. the 40K Old Ones were against Chaos &#039;&#039;way&#039;&#039; before any of them were said to be &amp;quot;born&amp;quot;; and though [[Slaanesh]] is the edgy youngster &amp;quot;born&amp;quot; fairly recently it has been stated canonically to have influenced events &#039;&#039;before&#039;&#039; the Fall of the Eldar in 40K; it&#039;s probably the same for the others--imagine the time Tzeentch is having.) The exact nature of the Old Ones, the gods, and how the world got to where it is now is a subject of [[skub|endless debate]] and conjecture among fans.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown what happened to the Old Ones. It&#039;s possible that they fell into the Warp and were consumed. It&#039;s possible they fled the world, leaving it to its fate as they tried again elsewhere. It&#039;s also possible they remain in hiding, either guiding the mortal races to grow in strength and thwart Chaos or watching as their master plan unfolds leading to true victory. Either way, they&#039;re gone.&lt;br /&gt;
&lt;br /&gt;
Lizardmen began worshiping the Old Ones as gods, with Slann pondering the messages left by their masters on golden tablets (which is apparently how all Old One communications were relayed, just like [[Heresy|the Mormons]]) to the smallest detail, and acted on interpretation. At times this has resulted in [[Lawful Stupid|counter-productive things]] like an attempt at world recreation which caused most of the Dwarf race to die and greenskins take over their fortresses and breed in numbers never before seen. At other times great things have happened according to plan, such as when they have prepared for and beheld the coming of a [[Sotek|god]] prophesied by the Old Ones, who immediately consumed the [[Skaven|minions]] of a [[Horned Rat|rogue Greater Daemon/minor Chaos God]] and drove him from the material plane.&lt;br /&gt;
&lt;br /&gt;
At [[Defenders of Ulthuan/Sons of Ellyrion|some point]], one of the resident non-Chaos [[Malekith|villains]] learned the words the Old Ones used to shape the world. With it (at GREAT physical and spiritual taxation of himself) he reduced fortresses the size of modern cities into atoms.&lt;br /&gt;
&lt;br /&gt;
In older canon, the Old Ones did not create or predate the other races (in fact, one [[Drachenfels|old lich]] mentions remembering the coming of the Old Ones with disdain as something that came long after his first death). Instead they were simply space travelers, and the Slann were their retarded and decadent inbred descendants.&lt;br /&gt;
&lt;br /&gt;
The end times revealed that this warhammer world was not the first, but just one in an eternal cycle. While men, elves and dwarfs all seem to fit in with this cycle, the old ones do not. It has been suggested that the Old ones were actually the surviving slann from the last world, and that the slann who managed to escape the destruction of the warhammer world will return to the next one as the new old ones.&lt;br /&gt;
&lt;br /&gt;
== Warhammer Age of Sigmar ==&lt;br /&gt;
Now it is currently unknown who reshaped the world, but if what was told above is true, then the old slanns became the new Old Ones, deciding to reshape the world as 8 different realms made out of the Old World&#039;s winds of Magic, though all of the above has not been confirmed yet, what we do know is that the old ones did create the realmgates, portal to and from different realms, allowing connection and travel to other worlds , and presumably also created the allpoints, a mini-realm that acts as as a hub-world to access all other realms, which is right now in Archaon&#039;s possession... oops.&lt;br /&gt;
&lt;br /&gt;
Also this would mean that technically, Lord Kroak is an Old One now, which makes sense given how stupid powerful he is.&lt;br /&gt;
&lt;br /&gt;
== Warhammer 40,000 ==&lt;br /&gt;
In [[Warhammer 40,000]], the Old Ones were a race or group of races that were among the very first intelligent races in the galaxy, if not &#039;&#039;the&#039;&#039; first (heavily implied to be so.) Usually, they are referred to as a single, specific race. However, Codex: Eldar 4th Edition, as well as some of the [[Deathwatch (RPG)|Deathwatch]] supplements, claim that they were actually a &#039;&#039;group&#039;&#039; of the earliest races, who all worked together, which, given that Chaos (such as it was back then) was anathema to him, makes us think of &#039;&#039;another&#039;&#039; [[The Cabal|&amp;quot;rainbow coalition&amp;quot;]] many millions of years later.&lt;br /&gt;
&lt;br /&gt;
[[File:TTS old ones.png|thumb|left|The Old Ones as they appear in [[TTS]].]]&lt;br /&gt;
They were incredibly potent psykers (especially since the [[Warp]] was an actual afterlife back then), had access to the [[Webway]] (if they didn&#039;t build it themselves, which they most likely did. Then they certainly discovered and expanded it), and had supremely advanced genetic engineering techniques. They created the Khrork (prehistoric [[Ork]]s, kind of like how [[dinosaur]]s are prehistoric birds, but with less genetic deviation), [[Laer]] (which they would probably deeply hate if they knew what the laer had become), [[Jokaero]] (showing that they have a sense of humor), the [[Hrud]], the Rashan, the K&#039;nib, the Eldar (maybe) and many others; some of these were created solely as warrior-races, whereas many were created merely as part of planetary ecosystems, or maybe just for shits and giggles. They also “uplifted” ( in that they already existed but we’re still relatively primitive so the old ones made them smarter and probably gave them fire.)the [[Eldar]] (if they didn’t create them outright), and the [[Necrontyr]] (but since the Necrontyr met the Old Ones for the first time much later, this claim is unlikely). Because they believe that they could one day achieve the same greatness they did… Good God how they were [[FAIL|wrong]] (ironically a lost cause like the poor frail humans are destined to become New Man like the Emperor, far beyond mere Old Ones seeing as his blows during the duel with Horus could have destroyed planets according to the story), (More on that later). The Old Ones were immortal (due to evolving so damn hard that they became energy beings), a gift they seem to have given in some form to [[Perpetual|only]] [[Eldar|some]] of their creations; and also, and of great importance, these races had &#039;&#039;souls&#039;&#039;, which gave them presence in the Warp, where the Old Ones were getting up to their own stuff in as well. This eventually of course lead to the warp becoming the fucked up place it is &amp;quot;today,&amp;quot; but all because of a lot of drama with the lesser races. The Old Ones [[Not As Planned|didn&#039;t intend]] ([[Just As Planned|or did they]]?) for it to get that way because, being a race of Energy beings (at this point), it was more or less their home for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
The Eldar in particular were one of the first races the old ones uplifted (or created, fluff varies), and due to their absurd reproductive capabilities (basically space rabbits) Were both technologically on par with the old ones, and the most populous race in the galaxy after only a few centuries.&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically impossible to talk what went down next without talking about what happened with the [[Necrontyr]]. The Necrontyr had grown up beneath a wretched sun that poured radiation upon them (this radiation may in fact have been Star Vampire shit or merely attracted them, more on them in a bit), so their lives were, without exception, incredibly short (although it&#039;s not clear &#039;&#039;how&#039;&#039; short)(Trazyn mentions that the average human lifetime is only slightly longer than the Necrontyr’s were. This being 40k, it’s still not entirely clear). Nevertheless, they managed to scrape together a small interstellar empire, with different star systems ruled by different [[Necron Dynasty|dynasties]]. However, with the First War of Secession, the empire fell into infighting, as the dynasties violently jockeyed for power.&lt;br /&gt;
&lt;br /&gt;
The [[Triarch]] decided a war was just what the doctor ordered to keep the Necrontyr together, and so declared war on the Old Ones, claiming the &#039;&#039;casus belli&#039;&#039; of &amp;quot;you didn&#039;t share immortality with us poor, pitiful, mortal creatures.&amp;quot; Though lore also says they just wanted medical help so they wouldn’t be in constant pain. The Old Ones refused. This was, as would be expected, a popular cause, and started the so-called [[War in Heaven]]. Why some races were gifted with immortality and others not is unclear, but is probably down to what their particular purpose was (one tenuous but curious connection between the [[Old Ones]] and the [[Cabal]] alluded to above is that the Cabal can apparently create [[Perpetual]]s. If there is a connection, and there are some other hints as well, then the Cabal is the Old Ones, or some vestige of a coalition of immortals appointed by them, trying to un[[Nurgle|fuck]] the [[Slaanesh|fuckery]] that they [[Khorne|fucked up]] the [[Tzeentch|fucking warp]] with by screwing over the only being Chaos is genuinely so scared shitless of they cannot even say his mere title without agony and so just call him “The Anathema”.)&lt;br /&gt;
&lt;br /&gt;
Anyhow, back to the War in Heaven. Despite having much greater numbers and mastery of conventional technology which matched or even exceeded that held by the Old Ones, the Necrontyr did not have access to the Webway, and so were constantly outmaneuvered (even though they could teleport across interstellar distances and build portals...so just suspend your disbelief at the out-maneuvering bit). Soon, the Necrontyr were scattered and left with only a few coreworlds to the galactic north. With the War in Heaven collapsing, the Second War of Secession began, and the Necrontyr began to tear themselves apart again.&lt;br /&gt;
&lt;br /&gt;
Before Necrontyr society collapsed entirely, however, the Necrontyr discovered the [[C&#039;tan]], the Star Gods, leaching on some of their stars. The Necrontyr made metallic bodies for the C&#039;tan, which barely contained their incredible power, as they were basically material universe&#039;s equivalent to the [[Chaos Gods]].&lt;br /&gt;
&lt;br /&gt;
The C&#039;tan known as the Messenger (later the [[Deceiver]]) offered the Necrontyr a solution: living metal bodies that were nearly indestructible, in exchange for their service to the C&#039;tan. The Necrontyr accepted, only for them to realize too late that their new bodies required the destruction of their souls and their enslavement to the C&#039;tan. For some reason, the Necrontyr were also renamed the Necrons at this point. One of the C&#039;tan, known as the &amp;quot;Burning One,&amp;quot; also helped the newly-robotic Necrons enter the Webway using the [[Dolmen Gate]]s. With the field leveled, the Necrons were now able to take the fight to the Old Ones.&lt;br /&gt;
&lt;br /&gt;
At this point, the Old Ones created many of the aforementioned warrior races, especially the Krork, but even these couldn&#039;t stop the Necrons. The wild misuse of the Warp had also spawned the [[Enslavers]] (or, at least, let them enter the material universe), obliterating many of the Old Ones. The birth of [[Chaos]] caused by the corruption of the Warp by the dying emanations of countless warrior races probably didn&#039;t help either, to say the least. Incidentally, this also means that the current state of Grimdark in the galaxy is all their fault. With the Old Ones thus weakened, the Necrons and their C&#039;tan allies were able to annihilate the rest of them, at least according to Codex: Necrons 5th Edition. After that, the eldar discovered that by using the webway could create constructs capable of housing the dead, and damage the C’tan. the Necrons exploited the weakened state of the C&#039;tan and turned on their masters; while they were successful in breaking them into countless &amp;quot;shards&amp;quot; of their former power and permanently killed at least one, they feared the retaliation of the Eldar and the other surviving warrior races and went into hibernation until they were ready to rebuild their empire. Ironically they might have been able to play things off as them having been enslaved and blame the war on the C’tan. Especially after they shattered the C’tan.&lt;br /&gt;
&lt;br /&gt;
Although most races aren&#039;t aware of their Old Ones heritage, they still made a great impact on the nascent races. In particular, at least according to &#039;&#039;[[Xenology]],&#039;&#039; many races, including the Eldar, have very similar gods, including a [[Khaine|bloody-handed warrior]], a [[Vaul|great smith]], a [[Isha|life-giving goddess of the harvest]], a [[Cegorach|laughing god]], etc. It seems that these gods were inspired by the Old Ones, &amp;lt;s&amp;gt;although whether they&#039;re based on particular Old Ones or just general concepts of what they did is uncertain&amp;lt;/s&amp;gt;. It was mostly conceptual though since the eldar and old ones were contemporaries by this point. If you read the examples of gods above and thought by yourself: &amp;quot;Haven&#039;t I heard of this in real ancient religions at some point?&amp;quot;, and if you can then connect &#039;&#039;that&#039;&#039; revelation to The [[Emperor]], congratulations - you know basic mythology.&lt;br /&gt;
&lt;br /&gt;
Also, in [[Hrud]] mythology (again, according to &#039;&#039;Xenology&#039;&#039;), there&#039;s one last Old One named Qah that only left 500,000 years ago (i.e., long after the Necrons entered hibernation), promising to return when the Hrud reunite to fight the C&#039;tan again. This would imply that, in fact, the Old Ones were &#039;&#039;not&#039;&#039; destroyed entirely by the Necrons, and a few hid or escaped. While this was presumed retconned for a long time, recent fluff has noted that [[Eldrad]] has predicted the impending return of the &amp;quot;Old Masters&amp;quot; and the newly discovered seventh Blackstone Fortress&#039;s pristine state suggests they may indeed still live. You can proceed with theorycrafting over whether they made a deal with the Emperor and/or some of the Eldar to fix shit up.&lt;br /&gt;
&lt;br /&gt;
The idea that some of the Old Ones survived is also found in [[Grot]] folk tales. So goes the story, the last of the &amp;quot;Brain Boyz&amp;quot; (Ork term for the Old Ones) hid among the Krorks in the last years of the War in Heaven. But slowly, the Old Ones devolved into the servants of their former slaves. And being enslaved made them degrade further and further, until today they exist only as the [[Snotling]]s, those extra tiny Grots that can just about hold a box of tools without forgetting to breathe and keeling over. The Orks have heard of these folk tales, and get a good chuckle out of it; the story could be completely true for all they care, which is not at all.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
In very early editions of Warhammer Fantasy Battle and Warhammer 40,000 (i.e. when the former was still called &amp;quot;Warhammer&amp;quot; because it was the &#039;&#039;only&#039;&#039; Warhammer, and when the latter was still called [[Warhammer 40,000: Rogue Trader|Rogue Trader]]), it was implied that the two universes were very closely linked, if not one and the same. Now, not so much; but the warpish links discussed above, while obscure and speculative, are probably still true. Chaos warbands in Fantasy could get their hands on [[bolters]] and [[powered armor]], and [[Beastmen]] and Space Dwarfs (called [[Squats]]) were regular parts of Imperial and Chaos armies in 40K. The Old Ones were described as coming from space even in the 8th edition Fantasy rulebook, and the 3rd edition Necron codex suggested using [[Lizardmen]] minifigures to represent their descendants.&lt;br /&gt;
&lt;br /&gt;
{{Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Xenos]]&lt;br /&gt;
[[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nicassar&amp;diff=357054</id>
		<title>Nicassar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nicassar&amp;diff=357054"/>
		<updated>2023-06-04T00:04:31Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
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&lt;div&gt;[[File:Nicassar.jpg|thumb|right|300px|A [[drawfag]]&#039;s version of a Nicassar.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Nicassar&#039;&#039;&#039; are an alien race from the [[Warhammer 40k]] setting. They are an &amp;lt;s&amp;gt;ally&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;slave&amp;lt;/s&amp;gt; valued client race of the [[Tau|Tau Empire]] and were the first outside race to join it. They only appear in the game [[Battlefleet Gothic]], specifically their [[Nicassar Dhow|Dhow spacecraft.]]&lt;br /&gt;
&lt;br /&gt;
Dhows are small yet elegant yachts propelled by the Nicassar themselves; they have psychic powers, mostly telekinesis. The Tau, aware of the [[Imperium]]&#039;s phobia toward [[psyker]]s, and especially alien psykers, have carefully hidden the existence of the Nicassar from the humans. Their ships have no interstellar capacity, and are reliant on the Tau for this. Alternatively, they will travel slowly for centuries while in hibernation. Often for longer journeys a number of Dhows will join together to form a larger community, with the crew alternating between hibernation cycles. The race lives and dies in space, and has adapted to thrive in this environment at the cost of being less capable on the surface of planets. This makes them less than optimal soldiers in ground-based operations, so they serve the [[Greater Good]] by providing auxiliary ships to Tau fleets, primarily for scouting and exploring.&lt;br /&gt;
&lt;br /&gt;
The Nicassar are driven by an insatiable curiosity to explore and travel; they are semi-nomadic and most content only when traveling. They are very slow to act, but very wise. Much like [[The_Lord_of_the_Rings|Ents]], the running gag is that the Nicassar are so slow to act that they were conquered before they even realised the Tau had turned up. Though models of their ships are available, no models or official artwork of the race has been produced, though [[Jervis Johnson]] described them as &amp;quot;sort of like very flat polar bears&amp;quot;. Which is certainly different. Anon doesn&#039;t care if this is correct, because it&#039;s pretty fucking funny either way.&lt;br /&gt;
&lt;br /&gt;
The Nicassar are a surprisingly stable Psyker species, having seemingly never been troubled with the issue of daemonic possession. Although they are aware of the denizens of the [[Warp]], referring to them as predators and usually advising their Tau allies to steer clear of them, they seem to be adept at preventing the more negative influences of the Warp from gaining purchase on them. The Nicassar are also one of the more prestigious species within the Tau Empire, perhaps just beneath the Kroot themselves. They are represented among the Kindred Souls, a special representative office for members of the Empire who are not Tau.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Bfg-nicassar.jpeg‎| A fleet of Nicassar Dhow.&lt;br /&gt;
File:Nicassar_Waffle_Bear.png| Note the butter.&lt;br /&gt;
File:NicassarAdventureTime.jpg| Totally Mathematical!&lt;br /&gt;
File:Nicassar_sebastianstuart.jpg‎ | Dhow Pilot. Note the chair.&lt;br /&gt;
File:Nicassar_tiuku.jpg | Big, alien bears. These aren&#039;t very flat.&lt;br /&gt;
File:Nicassar_hopeatee.jpg‎ | More floaty, dragon like space bears.&lt;br /&gt;
File:Nicassarakorjattua.jpg‎ | By Tiuku from the Advanced Tau Tactica Forums.&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: Battlefleet Gothic]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tau]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Minor Xenos Species]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Tau}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nekulli&amp;diff=355623</id>
		<title>Nekulli</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nekulli&amp;diff=355623"/>
		<updated>2023-06-04T00:04:10Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
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&lt;div&gt;[[File:Nekulli.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Nekulli are a race often found as mercenaries, who kind of look like like a desicatted human corpse mixed with a Kroot? as the above image shows. They have dreadlocked spike hair, similar to the spikes of a Kroot&#039;s head, and a skull-like face with protruding fangs. The above image is a cropped shot of a group of abhuman and xenos mercenaries showing a Nekulli and Kroot next to each other, showcasing the visual similarities and differences.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morralian&amp;diff=345650</id>
		<title>Morralian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morralian&amp;diff=345650"/>
		<updated>2023-06-04T00:03:46Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
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&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;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Megarachnids&amp;diff=334177</id>
		<title>Megarachnids</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Megarachnids&amp;diff=334177"/>
		<updated>2023-06-04T00:03:32Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
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&lt;div&gt;[[File:Megarachnid.jpg|300px|thumb|right|The [[Emperor&#039;s Children]] fighting against the descendants of the Amazon&#039;s Goliath Bird Eating Spider.]]&lt;br /&gt;
{{Topquote|It has a quickness about it that seems unnatural for its large size, yet its hunger is about right.|Endril, Kalonian naturalist about the Giant Spider}}&lt;br /&gt;
{{Topquote|Get back you eight-legged freaks!|Random member of the Adeptus Astartes during their first contact with the Megarachnids}} &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Megarachnids&#039;&#039;&#039; are a [[xenos]] species discovered on the planet [[Murder]] (real subtle there GW) during the 31st Millenium. They are sapient, arthropod-like creatures who were stuck on their home planet after a war with the [[Interex]], and were accidentally found by the [[Imperium]] at the final stages of the [[Great Crusade]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
It is believed that, in the distant past, the Megarachnids had some sort of limited galactic empire, but after a war with the human [[Interex]], they were beaten quite badly, and were forced to give up their means of space transport, as well as being contained on their home planet of Murder. The Interex, being basically 40k-Star Trek before Horus had his [[Horus Heresy|little tantrum]], could have eradicated the species there and then, but they designed a series of measures to make sure Murder became [[noblebright|a safe place for their defeated foe to live in]], as well as to avoid them getting out. That way, if anything goes wrong and no one is left who can stop them, the freaks could wipe out all life. But hey, at least the Interex can feel good about themselves for not &amp;lt;s&amp;gt;saving everyone&amp;lt;/s&amp;gt; murdering the poor harmless spider monsters. One of the measures was a series of warning signals surrounding the planet, which were promptly ignored by the Imperium of Man once they arrived there. After a six-months war, the Megarachnids were in some serious trouble, being borderline extinct and all, but the Interex managed to calm down the Astartes just enough to start diplomatic means to solve the problem. After this, the Horus Heresy happened, so we can safely assume they got [[exterminatus]]-ed during the crossfire.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Megarachnids have a disposition similar to... [[Bullshit|spiders]]. They have eight legs, four dedicated to locomotion, and four for attack and defense. Their claws were extremely hard, being covered in a strong metallic substance that could pierce the ceramite armour of the Space Marines. Their bodies were covered in this substance as well, which meant they were tough cookies to crumble, able to ignore several bolter rounds (and there&#039;s no info on whether Kraken had been invented yet). Megarachnids were blind, having no eyes at all, but they had their other senses heightened enough to be able to hunt with precision. Also, instead of shooting web, they shot cement, resembling a scaled-up [https://www.youtube.com/watch?v=BmrEShkiK5Y adhesive-firing Terran arthropod]. &amp;lt;strike&amp;gt; Maybe there&#039;s a possibility of being a tyranid offshoot? &amp;lt;/strike&amp;gt; Not every bug in the galaxy has to be a Tyranid!&lt;br /&gt;
&lt;br /&gt;
Their behaviour was similar to eusocial insects, with different kinds of specialized breeds, although no queen was detected. There were, however, Megarachnids [[awesome|the size of titans]], which also had a lot of importance on their hierarchy. Also, they had so many eggs at a time that Astartes just gave up trying to destroy them all.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Despite them being a species with very biological-based technology, they had some very interesting tools, such as trees (made of the stone they secreted) that could disrupt electromagnetic signals, or ways to control the weather at will, both used heavily during the Space Marine invasion.&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Loxatl&amp;diff=315313</id>
		<title>Loxatl</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Loxatl&amp;diff=315313"/>
		<updated>2023-06-04T00:02:21Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
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&lt;div&gt;[[File:Loxatldetails.jpg|260px|right|thumb|A komodo dragon with a gun.]]&lt;br /&gt;
The Loxatl (&#039;&#039;Varanus dracones&#039;&#039;) are a minor xenos species. They&#039;re a species of mercenaries with no known homeworld, and they&#039;re also distilled awesome. Basically giant murder-geckos with underslung flechette weapons which they control with their minds. Loxatl hunt in groups, and, while their vision is poor, they can taste you from kilometers away. Cool. They&#039;re also able to sense vibrations and breathe underwater, which is neat.&lt;br /&gt;
&lt;br /&gt;
Loxatl are a water species and can barely see and hear out of water. Instead they use their tongues to taste the air, much like komodo dragons. The Loxatl hunt in small groups of 3, though they can form broods of 20 Loxatl. Each brood is led by a matriarch. Broods will launch surprise attacks and assassinations and often go before the full assault by their employers.&lt;br /&gt;
&lt;br /&gt;
They&#039;re often used by Chaos cults such as the [[Blood Pact]] and Tau as assassins because of their ridiculous speed and fine-tuned senses. Although apparently their one weakness is that they can be detected by the smell of rancid milk and crushed mint. Gross. This is assisted by their apparent resistance to las-weapons, although not enough to be immune to some good old-fashioned flashlight spam.&lt;br /&gt;
&lt;br /&gt;
==Loxatl Organization==&lt;br /&gt;
&lt;br /&gt;
Loxatl make great scouts and trackers, since they can &amp;quot;taste&amp;quot; the presence of enemies from miles away and feel their location through the vibration of their heartbeat or footsteps. Extended dewclaws on their limbs let them climb on any surface, an advantage they fully exploit to strike by surprise from unexpected angles, Although their presence is often given away by a distinctive smell of rancid milk and crushed mint, believed to be some kind of chemical secretion exuded by them when in combat.&lt;br /&gt;
&lt;br /&gt;
Loxatl seem to operate in small groups of related kin led by a matriarch, likely the only member of the group capable of bearing young. The group communicates with sub-sonic vibrations and, at close range, through iridescent patterning that they are able to flash across their skins. Loxatl are usually grey but seem able to be able shift their the pattern of scales on their body and colour at will. Las-weapons have been reported to be less effective against Loxatl compared to solid projectiles, since their hides apparently provide them with a form of defence against laser emissions. No indications have been found of higher organisation than the kin-related brood of around three to twenty individual Loxatl, but multiple broods will work together with a high degree of teamwork. There have been times where a large of number Loxatl groups have used their capabilities to infiltrate defenses and stage surprise attacks together, usually so they can open the way for their employers.&lt;br /&gt;
&lt;br /&gt;
==Loxatl Flechettes==&lt;br /&gt;
[[File:BE3ECBEB-81E5-4FA6-B434-B483A9B9648F.webp|thumb|Loxatl Body Mounted Flechette Blasters]]&lt;br /&gt;
It seems that all Loxatl so far encountered have used unique weapons called Flechette Blasters by Imperial troops. These are worn, along with ammunition bandoliers, on mechanical armatures strapped to their bodies. The Flechette Blaster is aimed and fired by an implant attached to a mind impulse device that has been wired into the the wearers brain, leaving all four limbs free for maneuverability. The blasters fire blasts of millions of tiny shards that can absolutely shred through armour and leave terrible wounds. A common Loxatl tactic is for some members of a group to pin down an enemy while the rest climb into positions to catch the foe in a crossfire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Idea for a Loxatl datasheet==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Loxatl || 12 || +3 || +3 || 4 || 4 || 2 || 4 || 8 || +5&lt;br /&gt;
|-&lt;br /&gt;
| Loxatl Matriarch || 12 || +3 || +3 || 4 || 4 || 2 || 4 || 9 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possible datasheet for Flechette blaster&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Range !! Type !! S !! AP !! D&lt;br /&gt;
|-&lt;br /&gt;
|| Flechette blaster || 6 || Pistol 5 || 4 || -2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Explanation: Flechette guns shoot several, fast, armor piercing rounds. The Admech flechette pistol shoots 5 rounds.&lt;br /&gt;
&lt;br /&gt;
{{Important Species in 40k}}&lt;br /&gt;
[[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lelith&amp;diff=305092</id>
		<title>Lelith</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lelith&amp;diff=305092"/>
		<updated>2023-06-04T00:01:58Z</updated>

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&lt;div&gt;The Lelith are a particularly twisted Minor Xenos Race native to the [[Halo Zone]]. They were said to have had a &amp;quot;particularly appalling&amp;quot; subjugation of local humans before being fought off by the Space Marine Chapter [[Guardians of the Covenant]]. It&#039;s unknown if [[Lelith Hesperax]] is named after these twisted xenos.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lacrymole&amp;diff=297825</id>
		<title>Lacrymole</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lacrymole&amp;diff=297825"/>
		<updated>2023-06-04T00:01:35Z</updated>

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&lt;div&gt;[[File:Lacrymole.jpg|450px|thumb|right|A lacrymole after eating some guardsman.]]&lt;br /&gt;
{{Topquote|Their greatest knack, its seems, [[Malal|is convincing us that they no longer exist]].|Lord Inquisitor Parnival Grundvald, talking about the lacrymoles.}}&lt;br /&gt;
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Lacrymoles are a xenos species with the ability to shapeshift to hunt their prey. They were believed to be extinct during the Great Crusade, but there&#039;ve been many encounters after that, confirming the species is still out there.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Trying to know the shape of a shapeshifter is a rather futile endeavor in most cases, although in the few representations GW has published over the years they appear as humanoid-like, with an amphibian-like skin and bug eyes. There are theories that suggest that the lacrymoles DON&#039;T have a true form, but instead are a mass of flesh and appendages until they take someone else&#039;s form. It is believed they live hidden in Imperial spacecraft in human form (after all, humans are the species who almost got them extinct, and are one of the most abundant prey around without the pesky psychic problems of the [[Eldar]] or the body harm risks with the [[Orks]]). They are a carnivorous species, more specifically haematophages, blood eaters. Like giant mosquitoes, they need to drink considerable amounts of blood to survive, and thus usually live alone or in very small colonies hidden in other species&#039; populations. These parasites attack the parasited species, and after drinking their blood, they are able to turn into whoever they drank from, taking their place in society.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Confirming when Humanity&#039;s first contact with lacrymoles was is a complicated subject, as the nature of this xenos race is by default hidden and mysterious. During the Great Crusade, this species was considered dangerous and persecuted whenever and where ever possible. There is a Horus Heresy story, Forgotten Sons, where a lacrymole assassin is hired by Horus to kill the leadership of a planet (hidden in the shape of a Custodes, [[wat|which makes me wonder if said lacrymole ever drank the blood of a Custodes]], [[derp|or the author just didn&#039;t know how lacrymoles work]]), thus swaying it into his influence. After the Heresy, the Imperium believed this xenos species to be gone, until Inquisitor Grundvald discovered a colony of them on the world of Betacairn. This perturbed the inquisitor so much that he inmediately called an assembly of the Inquisition&#039;s Ordo Xenos and had the Lacrymole declared to be Xenos Horrificus, and thus, hunted to extinction upon discovery. [[Alpha Legion|At least officially.]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ditto-pokemon-x-pokemon-y.jpg#file.png|The true form of a lacrymole. Fear the unknown!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kroot&amp;diff=296213</id>
		<title>Kroot</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kroot&amp;diff=296213"/>
		<updated>2023-06-04T00:01:06Z</updated>

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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;
&lt;br /&gt;
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;
&lt;br /&gt;
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, [[Rape|utterly tore 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;
&lt;br /&gt;
It is uncertain, and probably unlikely, that we will ever get a Kroot codex thanks to the Imperium centric focus of the setting. [[FAIL|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;
&lt;br /&gt;
==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 was 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;
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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. [[PROMOTIONS|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. [[FAIL|Guess, no one 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;
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==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;
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*&#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;
&lt;br /&gt;
==TL;DR==&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;
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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;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tau]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Kroot]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Minor Xenos Species]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Tau}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Khrave&amp;diff=289891</id>
		<title>Khrave</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Khrave&amp;diff=289891"/>
		<updated>2023-06-03T23:58:58Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Khrave.jpg|thumb|right|250px|The offspring of Batman and a [[Illithid|Mind Flayer]]]]&lt;br /&gt;
The &#039;&#039;&#039;Khrave&#039;&#039;&#039; are mentioned fairly often as far as lesser xenos species go, with encounters ranging from the Great Crusade all the way up to the 41st Millennium.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Described as &amp;quot;chiropteran mind eaters&amp;quot;. The word: &#039;&#039;chiropteran&#039;&#039; is the order of animals that all bats belong to. They differ in size to an extreme degree, with smaller members of the species being roughly man sized, and larger ones being over three meters tall. They are long limbed and sheathed in a reflective carapace while their faces resemble featureless black eggs, with no organs for either respiration, ingestion or sense.&lt;br /&gt;
&lt;br /&gt;
They are a mystery to the Magos Biologos, but psychic scholars know that although they have physical bodies, they reside at least partly in the warp and feed psychically.&lt;br /&gt;
&lt;br /&gt;
Each member of the species was powerfully psychic and capable of manifesting warp glamours, shaping weapons out of energy, possession of weak minds, and raising practically impenetrable force fields that reflect impacts at near-light speed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Khrave began with an entity called the &#039;&#039;&#039;Autochthonar&#039;&#039;&#039; (loosely translated, &amp;quot;indigenous one&amp;quot;) that was created as a living, psychic weapon by a technically unnamed species prior to the rise of the [[Eldar]], but which is almost certainly the [[Old Ones]] during their war against the [[Necrons]] and [[C&#039;tan]]. Incidentally, the description of its physical appearance given in the primarch book &#039;&#039;Lion El&#039;Jonson: Lord of the First&#039;&#039; makes it sound awfully visually similar to the Nihilanth from the original &#039;&#039;Half-Life&#039;&#039;. Maybe the author David Guymer, had just finished playing &#039;&#039;Black Mesa&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Over time the Autochthonar gained sentience and acquired the ability to reproduce, creating a new species, and naming itself the Khrave. The Autochthonar connected its offspring in a gestalt psychic network that grew larger each time a Khrave was born and stood as master of them all.&lt;br /&gt;
&lt;br /&gt;
The Khrave network could also acquire minds of other species that they planned to use to use as a source of sustenance and slaves. The Khrave themselves could possess their victims much like a [[Daemon]], giving them a direct host body to manifest in reality. But rather than empowering them, and twisting them with mutation, the Khrave would hollow out their minds, essentially rendering them living vegetables. Also unlike daemons, while the Khrave were possessing a host in this manner they were also vulnerable to injury and death, and the resulting damage to the psychic network had the potential to send shockwaves that could stun or injure other Khrave.&lt;br /&gt;
&lt;br /&gt;
The Imperium had several run-ins with the Khrave over the Great Crusade, notably the disastrous &#039;&#039;&#039;Seryn Reach Campaign&#039;&#039;&#039; and the loss of 4,000 [[Ultramarines]], and the &#039;&#039;&#039;Compliance of Indra-Sul&#039;&#039;&#039; where [[Corax]] managed to reclaim a human world that had been gorged on over centuries, although the human survivors were too far gone to be integrated into the Imperium and were declared &#039;&#039;Servitide Imperpetuis&#039;&#039; and all converted into [[Servitors]] for their own good.&lt;br /&gt;
&lt;br /&gt;
Later the [[Dark Angels]] came into contact with them during the &#039;&#039;&#039;Muspel Campaign&#039;&#039;&#039;. [[Lion El&#039;Jonson]] knew whom he was facing in advance, as although the [[Blood Angels]] had already rendered the world compliant, it was still a feeding world for the hidden Khrave who were messing with the Imperium by possessing weak minds and inciting petty acts of rebellion and vandalism.&lt;br /&gt;
&lt;br /&gt;
The Lion kept the information from his subordinates to prevent the knowledge from being leaked out psychically and set about baiting his trap. He landed on the world and fortified it, bringing more and more delicious human minds into the system, and essentially daring the Khrave to reveal themselves. This would result in a massive land and space battle as the human population and crews started getting possessed and turning on one another. The battle continually escalated as more Khrave arrived physically, even bringing their own fleet, evidentially having given up on trying to hijack one. The Dark Angels were having none of it though, and responded by opening their [[Archeotech]] toy boxes filled with Dark Age weapons not available to the other legions, and which basically robbed the Khrave of anything resembling a fighting chance; by battle&#039;s end, [[Awesome|they had deployed motherfucking MEN OF IRON]] (albeit leashed, semi-lobotomized ones) to support the Lion&#039;s boarding action which terrified the Autochthonar, and the sheer level of destruction they unleashed on the Khrave was surpassed only by the Lion himself. The Lion was able to draw the Autochthonar into direct combat and managed to slay it after a decisive blow to the psychic network was dealt on the planet below with the destruction of one of their titans.&lt;br /&gt;
&lt;br /&gt;
Although the Autochthonar was destroyed the Khrave as a species still existed and remained at large up until the Imperium of today, though mostly relegated to space beyond the Ghoul Stars. They have had contact with the [[Star Phantoms]] &#039;&#039;(somewhat fitting if the Chapter truly is descended from the First Legion)&#039;&#039; and with the [[Storm Wardens]].&lt;br /&gt;
&lt;br /&gt;
It is unknown if they still have the ability to reproduce or manage their psychic network without their progenitor, though this would explain why they have not been able to reach their once eminent status ever again. If the [[Slaugth]] are the same species that participated in the [[Rangdan Xenocides]], then the Khrave can join them as a [[Grimdark|wounded enemy with fantastic powers that are only looking for their opportunity to return and feast on the Imperium]].&lt;br /&gt;
&lt;br /&gt;
{{Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kathaps&amp;diff=286183</id>
		<title>Kathaps</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kathaps&amp;diff=286183"/>
		<updated>2023-06-03T23:58:40Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
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&lt;div&gt;A minor xenos species known for using organic weaponry.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Jorgall&amp;diff=282801</id>
		<title>Jorgall</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Jorgall&amp;diff=282801"/>
		<updated>2023-06-03T23:57:47Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Jorgall&#039;&#039;&#039; are one of the many minor [[xenos]] species that populate the galaxy of [[Warhammer 40,000]]. They were found in the Tasak Beta and Fallon systems, though it&#039;s suspected they are pretty much nomads, living in their massive cylindrical spaceships.&lt;br /&gt;
&lt;br /&gt;
==Biology and Behaviour==&lt;br /&gt;
The Jorgall were an insectoid species that lived hive like societies, with all different members showing different anatomy depending on their role in the colony. Usually the adults could reach a height around 4.5m tall, though that varied. They were born with three arms and three legs, scaly skin and with brains inside their torsos and not their heads. The atmosphere of their ships was composed primarily by chlorinated compounds, which suggested they breathed chlorine instead of oxygen. They frequently showed different augmetics, once again, designed to fulfill a particular role within the colony. Some of them could even develop psychic abilities, though whether their hive behaviour was psychic-based or pheromone-based is up to speculation. Their reproduction was similar to that of ants or termites, with a Jorgall queen dedicated to egg production.&lt;br /&gt;
&lt;br /&gt;
==History with the Imperium==&lt;br /&gt;
Like pretty much all other xenos, the Jorgall&#039;s relation with Humanity and the [[Imperium]] was of war. Apparently the Jorgall were raiding and attacking nearby human systems at the time of the [[Great Crusade]]. And, like many other xenos at the time, were practically exterminated and wiped out of the galaxy. In particular, the [[Death Guard]] was sent to deal with them, with one particular episode of their clash being very noteworthy: the fight between [[Nathaniel Garro]] and a squad of [[Sisters of Silence]] against a mutated Jorgall psyker, which would affect Garro&#039;s perception of the great scheme of things during the immediate moments before the [[Horus Heresy]]. Afterwards, the Jorgall ship was hurdled into a nearby star, just in case some of the bugs had survived the cleanup. However, once the Heresy ended, the Jorgall were one of the xenos species imprudent enough to try and recover the lost space against the Imperium, something really unwise considering the amount of [[RAGE]] the Imperial forces had right after the entombment of the [[Emperor]] in the [[Golden Throne]]. Afterwards there is pretty much no mention of them, so they may have finally been wiped out during the crossfire between the Imperium and the scattered [[Chaos Space Marines|traitor forces]] during the [[Great Scouring]], though being nomadic, nobody can say with certainty that they are truly gone.&lt;br /&gt;
&lt;br /&gt;
{{Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Xenos]]&lt;br /&gt;
[[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ji%27atrix&amp;diff=281509</id>
		<title>Ji&#039;atrix</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ji%27atrix&amp;diff=281509"/>
		<updated>2023-06-03T23:57:35Z</updated>

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&lt;div&gt;The Ji&#039;atrix are an ethereal xenos species that has been annexed by the T&#039;au Empire.&lt;br /&gt;
&lt;br /&gt;
They are known for their affinity for the void and great skill at spacefaring. This has led to their use as scouts in the gravity-ravaged depths of the Black Reef, and in the Canis Salient of the Jericho Reach alongside the Nicassar.&lt;br /&gt;
&lt;br /&gt;
The Ji&#039;atrix&#039;s efforts have succeeded in mapping a number of routes through the edges of the Reef, at least on the T&#039;au side of the anomaly, allowing the Kor&#039;vattra&#039;s starships more tactical flexibility than those of their enemies.&lt;br /&gt;
&lt;br /&gt;
This also allows the T&#039;au Navy to lay deadly ambushes within the edge of the Stygian Break.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hrud&amp;diff=258122</id>
		<title>Hrud</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hrud&amp;diff=258122"/>
		<updated>2023-06-03T23:56:55Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
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&lt;div&gt;[[File:Hrudtd2.png|300px|right|thumb|A Hrud, as documented by Imperial scholars]]&lt;br /&gt;
The &#039;&#039;&#039;Hrud&#039;&#039;&#039; (&#039;&#039;Troglydium hrudii&#039;&#039;) are a race as old as, if not older than, humanity itself. They were a creation taken over from the old [[Rogue Trader]] days and into modern [[Warhammer 40,000]].&lt;br /&gt;
&lt;br /&gt;
Initially, they were the Space [[Skaven]], and garnered little attention. Then along came [[Xenology]], an out-of-print [[Black Library]] book which detailed the findings of an Inquisitor on his pan-galactic, [[Heresy|semi-heretical]] travels to understand what makes aliens tick; mostly by probing, disemboweling, dissecting, and doing generic alien-abduction-type things to random xenos scum. In his travels, he encountered the Hrud, a jellyfish-like race of decaying spine-creatures, and that is how GW sees them now. The Hrud managed to avoid the axe, and skirted the edges of unpopularity to such an extent that GW actually gave them a face-lift as 40k became less [[Warhammer Fantasy]] in space and more [[grimdark]], unlike their long-lost brethren the [[Squats|Squa-]] {{BLAM}} {{Blam|We are the [[Leagues of Votann]] now, laddie!}} &lt;br /&gt;
&lt;br /&gt;
Now, if only GW could get off its ass and make an army for them. They&#039;re definitely high up on the &amp;quot;most popular army-less races&amp;quot; list, and are arguably even more influential on a galactic scale than [[Tau|certain]] [[Adeptus Custodes|playable]] [[Leagues of Votann|factions]].&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Apparently, the Hrud&#039;s original homeworld was in a region of space the [[Eldar]] warned the Adeptus Mechanicus&#039; Explorators to avoid, but the Explorators did not trust the xenos&#039; warning and entered the star system anyway, precipitating the first contact between humans and Hrud sometime during the [[Great Crusade]] in the 31st Millennium. Classified as a hostile alien species after they destroyed the Explorator mission to their homeworld, the Astartes of the [[Iron Warriors]] Legion undertook a xenocidal war against the Hrud warrens on Gugann during the Great Crusade that nearly exterminated the species. However, Iron Warriors garrisons also suffered defeats at the hands of the Vulpa Strait migration of Hrud on Krak Fiorina, Stratopolae, and the Fortress World of Gholgis in the final years of the Great Crusade, proving that the Hrud remained a threat to the Imperium.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yep, sounds about right. Typical Iron Warrior mentality. Attack ferociously instead of just nuking/exterminatus the shit out of the major threat.&lt;br /&gt;
&lt;br /&gt;
The Hrud are a nocturnal race of scavengers and parasites. The Hrud are known to be very mysterious, many know of them, and few know about them. Imperial mothers scare their kids by telling them that a Hrud will steal all of their left socks or something if they don&#039;t eat their protein-paste. Hrud have a very strong connection to the [[warp]], which manifests as the &#039;&#039;&amp;quot;ssaak&amp;quot;&#039;&#039;, or &#039;&#039;see mist&#039;&#039;, an aura of darkness which surrounds the Hrud in question. Hrud can slip through narrow spaces with ease, and their &#039;&#039;ssaak&#039;&#039; have a chameleonic affect that lets them hide by surrounding themselves in shadow or pretending to be a torchiere lamp. Once, a captive Hrud was able to conceal itself in a fully lit, white-walled cell. This ability could be created by the Hrud warp connection, their chemical poisons, or biological light-tricks; nobody knows for sure. Hrud are also [[Star Trek|silicon-based]], which is actually possible.&lt;br /&gt;
&lt;br /&gt;
The Hrud religious beliefs state that the Hrud were created by a benevolent pantheon of gods, known as the &#039;&#039;&amp;quot;Slah-haii&amp;quot;&#039;&#039;, meaning &amp;quot;[[Old Ones|most ancient]]&amp;quot;, which included a [[Kurnous|Horned God]], [[Khaine|Red Handed God]], [[Vaul|Artisan God]] and a [[Cegorach|Laughing God]] who all intended for the Hrud to live in sunlight and plenty...&lt;br /&gt;
&lt;br /&gt;
Well, &#039;&#039;somebody&#039;&#039; just couldn&#039;t stand for happiness in the [[grimdark]] future, so the Slah-haii were beset upon by the &#039;&#039;&amp;quot;Yaam-khek&amp;quot;&#039;&#039;, or [[Necron|Mirror Devils]], who proceeded to [[War in Heaven|boil, mash, and stick the Slah-haii in a stew]] of curbstomp and death, at &amp;quot;coincidentally&amp;quot; &#039;&#039;(wink wink)&#039;&#039; about the same time as the [[Eldar]] gods were being similarly [[rape]]d. All, of course, but one, &#039;&#039;&#039;Qah.&#039;&#039;&#039; Qah figured out that grimdark meant grimdark for everybody, and turned the Hrud into nocturnal scavengers to have them avoid being similarly bawleeted.&#039;&#039;&#039;*&#039;&#039;&#039; Qah then told the Hrud that he had better things to do for a while, and he would be back when the time came for the Hrud tribes to unite and take down the Yaam-khek for good. This of course was a blatant lie, as he went not two minutes before meeting Slaanesh in the same dark alley that he/she/it met [[Khaine]] in. Qah was then shattered into a [[Umbra|bajilion pieces]] by [[Slaanesh]] and banished into the realm between the Warp and realspace, but outside of the [[Webway]].&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039;&amp;lt;sup&amp;gt;&#039;&#039;The Hrud would use this same strategy of hiding in a hole to avoid [[Games Workshop]]&#039;s Axe of +9001 [[Retcon]]ing.&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being near the Hrud is a thoroughly unpleasant experience, as they have an entropic field which will [[Nurgle|age, decay, and pretty much wreck all nice things]] within the vicinity at an accelerated rate. Hrud can extrude a wide multitude of poisons from their bodies, and this eventually becomes a prevalent fog in the air of Hrud-infested areas. It has been incidentally mentioned that Rogue Traders and various shady individuals, even inquisitors, have been known to gather these poisons for their own use, which trade is of course insanely dangerous and highly illegal by the standards of the Imperium. For humans who grow up in or near these places, these poisons will become adapted to, and eventually create a chemical dependency. Said humans will suffer withdrawal if deprived. If a Hrud is killed, its body will rapidly liquify, making dissection and study difficult, at best.&lt;br /&gt;
&lt;br /&gt;
Things get really weird when you learn that they aren&#039;t migrating through space, they&#039;re migrating through &#039;&#039;&#039;time&#039;&#039;&#039;. So it&#039;s entirely possible that all the Hrud encountered are the same individuals manifesting in different time periods (and incidentally may actually be heavily degenerated humans). [[Xeelee_Sequence#Photino_Birds|This also means they don&#039;t exactly die since they exist at several points in time at once. &amp;quot;Kill&amp;quot; one, and it&#039;ll continue to exist in the past and future like nothing happened.]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s anyone&#039;s guess as to whether they&#039;re migrating forwards or backwards, though - even the Black Library authors who came up with the fluff confirming all this can&#039;t agree (maybe they themselves don&#039;t know and wander back and forth in search of desired period, or different collectives have conflicting views on it). [[Chakat|And of course, there&#039;s the matter of what could be so horrible that they&#039;d need to indulge in time travel just to get away from it...]]&lt;br /&gt;
&lt;br /&gt;
==Techno-Warpy Goodness==&lt;br /&gt;
In a weird twist, Hrud are both technologically advanced and technologically backwards. While the average Hrud is covered in rags, and would rather hide in a dark corner than build a house, the Hrud race are fantastic at reverse-engineering and scavenging. Unlike the Orks, who can durr and hurr their way to a [[Plasma Cannon]], Hrud &#039;&#039;actually know how things work.&#039;&#039; That&#039;s more than can be said of even the [[Adeptus Mechanicus]]. Due to the lack of ammunition and repair facilities, the Hrud usually end up wielding whatever weapon they stole fused with their own technology (which looks more industrial, ancient and slimy than a [[Forge World]]).&lt;br /&gt;
&lt;br /&gt;
When they don&#039;t want to steal something, they use what are called &#039;&#039;&#039;Fusils&#039;&#039;&#039;(French for rifle), which are warp-plasma muskets. The plasma moves between the Warp and realspace to bypass armor and shields. This same technology was used to make Warp Cores used by the [[squats]]. When the Mechanicus tried to tinker with the same technology, they &#039;&#039;&#039;DATA EXPUNGED&#039;&#039;&#039; a whole moon and &#039;&#039;REDACTED&#039;&#039; had to get called in to clean up the mess([[Ganymede]]). [[Inquisitor]] [[Kryptman]] claimed that Hrud Fusils are a synthesis of Melta and Plasma technologies and use a lance-like beam to chew through armor, but he might have mistook another Hrud weapon for the Fusil.&lt;br /&gt;
&lt;br /&gt;
Hrud weapons are both common enough (Hrud are everywhere) and useful enough (does your plasma ignore cover?) that they tend to end up in all sorts of strange places. They find their way to Inquisitors, assassins, alien mercenaries, 8 foot tall biological super soldiers, small dogs, what have you.&lt;br /&gt;
&lt;br /&gt;
General Hrud technology is compact, and in-between Orky contraptions and Imperial gadgetry in reliability. They make heavy use of both the Warp and standard technical knowledge in their machines, creating an aesthetic that is similar to both a gritty techno-industrial mess and the ancient artifacts from [[Elder Scrolls|Skyrim]], because Emperor knows you cannot get enough Skyrim.&lt;br /&gt;
&lt;br /&gt;
==What the Hrud are up to now==&lt;br /&gt;
Hrud commonly live in underground cities called &#039;&#039;&#039;Juunlaks&#039;&#039;&#039;, made of tunnels, dirt, and dark. Juunlaks are found near centers of population in the host civilization, but never in very large numbers. Because the Hrud couldn&#039;t care less about what they leech on to, &#039;&#039;Juunlaks&#039;&#039; and/or Hrud infestations have been found on, but not limited to: Imperial [[Hive World]]s, [[Ork]] Worlds, [[Space Hulk]]s, large Battleships of all races, the planet of [[Tau|Es&#039;Tau]], and [[Craftworld]] Saim&#039;Hann. [[Eldrad]] was known to have eliminated the Hrud present on Saim&#039;Hann, likely because he wanted to have the nice things on Saim&#039;Hann that the Hrud would have made unhaveable. Due to the frequency of nomadic Hrud infestations on Imperial ships and Hrudite physiology, Imperial crews have given Hrud the hilarious and thoroughly Rogue Trader-esque nickname &amp;quot;Bendies.&amp;quot; Most races consider them vermin, and use words like &amp;quot;infestation&amp;quot; to describe places where Hrud gather. They will try to exterminate them, but Hrud usually keep to themselves, and rarely, if ever, wage war on other races.&lt;br /&gt;
&lt;br /&gt;
The Hrud believe that ancestry and family-ties are all-important, and they keep immaculate records on nearly everything. They are a tribal race, and shy away from contact with other Hrud tribes and empires. Conversely, single Hrud will flock together to form new tribes or join pre-existing ones. Record-keeping is a huge part of Hrud society, to the point where Hrud records are more reliable than Imperial records, and more precise than those of the Eldar. Even Hrud legends and folklore and religion are, when not fully factual, referencing true events. This mass-memory is somewhat fractured, as different tribes maintain records about their branch of the Hrud species, and when tribes split, they take copies of the pertinent information and carry on from there. This is not a terrible problem, though, and the totality of the records make the history of the &#039;&#039;&#039;&amp;quot;Raheed&amp;quot;&#039;&#039;&#039;, or &amp;quot;masstribe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Every so often, a Hrud tribe will reach critical mass and split, one half executing a &#039;&#039;&#039;Peh-ha&#039;&#039;&#039;, or mass migration. This is probably because they have become too populous, and must split to avoid detection. And presumably to get way from that one uncle who always wants to play [[Monopoly]] at family reunions. The irony is that once they leave, everyone and their grandmother steers clear of them. That many Hrud in one place can seriously mess you up, and in combat they are usually covered in shadow, and invisible until they&#039;re two feet away from you with a stolen pistol to your skull. Large enough migrations are known to start ruining whole planets worth of nice things from orbit.&lt;br /&gt;
&lt;br /&gt;
On planets, they mainly survive on petty thievery, power-sapping, and mostly being a filthy xenos parasite. They do get hired on occasion as assassins, but they never hang around long enough to be anything more than a reputable killer for one-off jobs. Hrud are known to adopt humans or members of other races into their tribes and Juunlaks, where they are treated as &#039;&#039;&#039;zanhaads&#039;&#039;&#039;, or slave/pet/whatevers. Unfortunately the constant exposure to Hrud emanations and toxins means that the zanhaads develop a chemical dependency on them, ensuring that few run away.&lt;br /&gt;
&lt;br /&gt;
The Hrud are very vulnerable to one of the newer threats to the galaxy: [[genestealer]] cults. Familial structure, parasitism, communal living, and hiding in the shadows are all seized upon traits for the cults. As a result, genestealers have begun to integrate increased natural stealth, and even shadow-warping, taken from Hrud DNA.&lt;br /&gt;
&lt;br /&gt;
A sneak peak of the 9th Edition Rule Book also mentions a conflict in the Laeviner Archipelago between an [[Eldar]] alliance against [[Hive Fleet Ouroboris]]. Why do the Eldar care so much a bout a tiny chunk of space? Because its home to what the Eldar call &#039;Those Who Evade the Crone&#039;, a race of xenos whose genetic make up causes an entropy field. Sound familiar? Obviously if the Tyranids get their hands on this genetic makeup it would be [[Rape| bad to say the least]]. The Eldar have also supposedly been culling &#039;Those Who Evade the Crone&#039; so that they don&#039;t spread out of the Laeviner Archipelago, which could explain why we&#039;ve heard so little of the Hrud.&lt;br /&gt;
&lt;br /&gt;
==Notable Encounters==&lt;br /&gt;
* From 935.M41 to 938.M41, [[Creed|Ursarkar E. Creed]] fought the Hrud.&lt;br /&gt;
* Hrud are kind of [[awesome]] when their migrations get large enough, citing a 101.M40 record wherein a mass-migration forced a whole [[Freebooterz|Freeboota Klan]] off-track to Haakonath, the homeworld of the [[Star Phantoms]] [[Space Marine]] Chapter. When the marines swiftly dispatched the Ork threat, the Hrud came down in full force, dragging with them a &#039;&#039;temporal-warp rift that was made from their collective entropy fields.&#039;&#039; This caused so much derp on Haakonath that the Star Phantoms had to retreat &#039;&#039;and&#039;&#039; lose their homeworld, making them &amp;quot;one of only a handful of Chapters who survived a full-scale Hrud migration alone.&amp;quot;&lt;br /&gt;
* In Graham McNeill&#039;s Mars trilogy, the Hrud were somehow involved in a convoluted and insanely complex and OP machine called the Breath of the [[Old Ones|Gods]] that a batshit insane Mechanicus Adept created over several thousand years beyond the [[Halo Stars]] which very nearly wrecked pretty much the whole universe before being fought back by a rare alliance of Eldar, Black Templars, Mechanicus, Cadians, and a badass rogue trader crew.&lt;br /&gt;
* In 783.M41, the Hrud caused the &#039;&#039;&#039;Infestation of Ursula Spinal&#039;&#039;&#039;, an event which led to &#039;&#039;three full regiments&#039;&#039; of [[Valhallan Ice Warriors]] to age until their standard-issue balls of steel fell off.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:DissectedHrud.jpg|This is what happens when a Hrud is dissected. As you can see, it is the most intact specimen to date. And a fukken mess.&lt;br /&gt;
File:Hrud_aliens.jpg|An old-style Nocturnal Warrior of the Hrud. Also an [[Ambull]].&lt;br /&gt;
File:Nocturnal_Warrior_of_the_Hrud.jpeg|More detailed Nocturnal Warrior&lt;br /&gt;
File:Hrud_Warrior.jpg|The first Hrud model, from [[Warhammer 40,000: Rogue Trader|the old days.]]&lt;br /&gt;
File:Hrud_mugshot.jpg|HELLO THERE&lt;br /&gt;
File:Hrud.jpg|Official Hrud art.&lt;br /&gt;
File:Hrud8.jpg|An actual model of a modern Hrud. Use of [[Green Stuff]] was kept to a minimum.&lt;br /&gt;
File:Yukio_HrudAuxilia.jpg|Hrud SPEES SKAVEN, now in new, good models!&lt;br /&gt;
Happy_Hrud.jpeg|An example of Hrud stealth&lt;br /&gt;
Nocturnal warriors of hrud by babymordred121.jpg|Some Hrud with [[Umbra|their god]] and [[Enoulian|pets]] in tow&lt;br /&gt;
Space Skaven.jpg|Early Hrud concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Xenos]]&lt;br /&gt;
* [[Xenology]]&lt;br /&gt;
* [[Umbra]]&lt;br /&gt;
* [[Squat]]&lt;br /&gt;
* [[Saharduin]]&lt;br /&gt;
* [[Rak&#039;gol]]&lt;br /&gt;
* [[Rogue Trader]]&lt;br /&gt;
* [[Skaven]]&lt;br /&gt;
* [[Veer-Myn]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://forums.tauonline.org/minor-races/79750-attempt-settling-hrud.html This might explain how Hrud are all at once several different races.]&lt;br /&gt;
* [http://wh40k.lexicanum.com/wiki/Hrud#.Uw5rmfldUTo What the other wiki has to say about them.]&lt;br /&gt;
* [http://www.coolminiornot.com/131005 SPEES SKEHVEN]&lt;br /&gt;
* [http://warhammer40k.wikia.com/wiki/Hrud What the &#039;&#039;other&#039;&#039; other wiki has to say about them.]&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hrud&amp;diff=258236</id>
		<title>Hrud</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hrud&amp;diff=258236"/>
		<updated>2023-06-03T23:56:21Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hrudtd2.png|300px|right|thumb|A Hrud, as documented by Imperial scholars]]&lt;br /&gt;
The &#039;&#039;&#039;Hrud&#039;&#039;&#039; (&#039;&#039;Troglydium hrudii&#039;&#039;) are a race as old as, if not older than, humanity itself. They were a creation taken over from the old [[Rogue Trader]] days and into modern [[Warhammer 40,000]].&lt;br /&gt;
&lt;br /&gt;
Initially, they were the Space [[Skaven]], and garnered little attention. Then along came [[Xenology]], an out-of-print [[Black Library]] book which detailed the findings of an Inquisitor on his pan-galactic, [[Heresy|semi-heretical]] travels to understand what makes aliens tick; mostly by probing, disemboweling, dissecting, and doing generic alien-abduction-type things to random xenos scum. In his travels, he encountered the Hrud, a jellyfish-like race of decaying spine-creatures, and that is how GW sees them now. The Hrud managed to avoid the axe, and skirted the edges of unpopularity to such an extent that GW actually gave them a face-lift as 40k became less [[Warhammer Fantasy]] in space and more [[grimdark]], unlike their long-lost brethren the [[Squats|Squa-]] {{BLAM}} {{Blam|We are the [[Leagues of Votann]] now, laddie!}} &lt;br /&gt;
&lt;br /&gt;
Now, if only GW could get off its ass and make an army for them. They&#039;re definitely high up on the &amp;quot;most popular army-less races&amp;quot; list, and are arguably even more influential on a galactic scale than [[Tau|certain]] [[Adeptus Custodes|playable]] [[Leagues of Votann|factions]].&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Apparently, the Hrud&#039;s original homeworld was in a region of space the [[Eldar]] warned the Adeptus Mechanicus&#039; Explorators to avoid, but the Explorators did not trust the xenos&#039; warning and entered the star system anyway, precipitating the first contact between humans and Hrud sometime during the [[Great Crusade]] in the 31st Millennium. Classified as a hostile alien species after they destroyed the Explorator mission to their homeworld, the Astartes of the [[Iron Warriors]] Legion undertook a xenocidal war against the Hrud warrens on Gugann during the Great Crusade that nearly exterminated the species. However, Iron Warriors garrisons also suffered defeats at the hands of the Vulpa Strait migration of Hrud on Krak Fiorina, Stratopolae, and the Fortress World of Gholgis in the final years of the Great Crusade, proving that the Hrud remained a threat to the Imperium.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yep, sounds about right. Typical Iron Warrior mentality. Attack ferociously instead of just nuking/exterminatus the shit out of the major threat.&lt;br /&gt;
&lt;br /&gt;
The Hrud are a nocturnal race of scavengers and parasites. The Hrud are known to be very mysterious, many know of them, and few know about them. Imperial mothers scare their kids by telling them that a Hrud will steal all of their left socks or something if they don&#039;t eat their protein-paste. Hrud have a very strong connection to the [[warp]], which manifests as the &#039;&#039;&amp;quot;ssaak&amp;quot;&#039;&#039;, or &#039;&#039;see mist&#039;&#039;, an aura of darkness which surrounds the Hrud in question. Hrud can slip through narrow spaces with ease, and their &#039;&#039;ssaak&#039;&#039; have a chameleonic affect that lets them hide by surrounding themselves in shadow or pretending to be a torchiere lamp. Once, a captive Hrud was able to conceal itself in a fully lit, white-walled cell. This ability could be created by the Hrud warp connection, their chemical poisons, or biological light-tricks; nobody knows for sure. Hrud are also [[Star Trek|silicon-based]], which is actually possible.&lt;br /&gt;
&lt;br /&gt;
The Hrud religious beliefs state that the Hrud were created by a benevolent pantheon of gods, known as the &#039;&#039;&amp;quot;Slah-haii&amp;quot;&#039;&#039;, meaning &amp;quot;[[Old Ones|most ancient]]&amp;quot;, which included a [[Kurnous|Horned God]], [[Khaine|Red Handed God]], [[Vaul|Artisan God]] and a [[Cegorach|Laughing God]] who all intended for the Hrud to live in sunlight and plenty...&lt;br /&gt;
&lt;br /&gt;
Well, &#039;&#039;somebody&#039;&#039; just couldn&#039;t stand for happiness in the [[grimdark]] future, so the Slah-haii were beset upon by the &#039;&#039;&amp;quot;Yaam-khek&amp;quot;&#039;&#039;, or [[Necron|Mirror Devils]], who proceeded to [[War in Heaven|boil, mash, and stick the Slah-haii in a stew]] of curbstomp and death, at &amp;quot;coincidentally&amp;quot; &#039;&#039;(wink wink)&#039;&#039; about the same time as the [[Eldar]] gods were being similarly [[rape]]d. All, of course, but one, &#039;&#039;&#039;Qah.&#039;&#039;&#039; Qah figured out that grimdark meant grimdark for everybody, and turned the Hrud into nocturnal scavengers to have them avoid being similarly bawleeted.&#039;&#039;&#039;*&#039;&#039;&#039; Qah then told the Hrud that he had better things to do for a while, and he would be back when the time came for the Hrud tribes to unite and take down the Yaam-khek for good. This of course was a blatant lie, as he went not two minutes before meeting Slaanesh in the same dark alley that he/she/it met [[Khaine]] in. Qah was then shattered into a [[Umbra|bajilion pieces]] by [[Slaanesh]] and banished into the realm between the Warp and realspace, but outside of the [[Webway]].&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039;&amp;lt;sup&amp;gt;&#039;&#039;The Hrud would use this same strategy of hiding in a hole to avoid [[Games Workshop]]&#039;s Axe of +9001 [[Retcon]]ing.&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being near the Hrud is a thoroughly unpleasant experience, as they have an entropic field which will [[Nurgle|age, decay, and pretty much wreck all nice things]] within the vicinity at an accelerated rate. Hrud can extrude a wide multitude of poisons from their bodies, and this eventually becomes a prevalent fog in the air of Hrud-infested areas. It has been incidentally mentioned that Rogue Traders and various shady individuals, even inquisitors, have been known to gather these poisons for their own use, which trade is of course insanely dangerous and highly illegal by the standards of the Imperium. For humans who grow up in or near these places, these poisons will become adapted to, and eventually create a chemical dependency. Said humans will suffer withdrawal if deprived. If a Hrud is killed, its body will rapidly liquify, making dissection and study difficult, at best.&lt;br /&gt;
&lt;br /&gt;
Things get really weird when you learn that they aren&#039;t migrating through space, they&#039;re migrating through &#039;&#039;&#039;time&#039;&#039;&#039;. So it&#039;s entirely possible that all the Hrud encountered are the same individuals manifesting in different time periods (and incidentally may actually be heavily degenerated humans). [[Xeelee_Sequence#Photino_Birds|This also means they don&#039;t exactly die since they exist at several points in time at once. &amp;quot;Kill&amp;quot; one, and it&#039;ll continue to exist in the past and future like nothing happened.]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s anyone&#039;s guess as to whether they&#039;re migrating forwards or backwards, though - even the Black Library authors who came up with the fluff confirming all this can&#039;t agree (maybe they themselves don&#039;t know and wander back and forth in search of desired period, or different collectives have conflicting views on it). [[Chakat|And of course, there&#039;s the matter of what could be so horrible that they&#039;d need to indulge in time travel just to get away from it...]]&lt;br /&gt;
&lt;br /&gt;
==Techno-Warpy Goodness==&lt;br /&gt;
In a weird twist, Hrud are both technologically advanced and technologically backwards. While the average Hrud is covered in rags, and would rather hide in a dark corner than build a house, the Hrud race are fantastic at reverse-engineering and scavenging. Unlike the Orks, who can durr and hurr their way to a [[Plasma Cannon]], Hrud &#039;&#039;actually know how things work.&#039;&#039; That&#039;s more than can be said of even the [[Adeptus Mechanicus]]. Due to the lack of ammunition and repair facilities, the Hrud usually end up wielding whatever weapon they stole fused with their own technology (which looks more industrial, ancient and slimy than a [[Forge World]])&lt;br /&gt;
&lt;br /&gt;
When they don&#039;t want to steal something, they use what are called &#039;&#039;&#039;Fusils&#039;&#039;&#039;(French for rifle), which are warp-plasma muskets. The plasma moves between the Warp and realspace to bypass armor and shields. This same technology was used to make Warp Cores used by the [[squats]]. When the Mechanicus tried to tinker with the same technology, they &#039;&#039;&#039;DATA EXPUNGED&#039;&#039;&#039; a whole moon and &#039;&#039;REDACTED&#039;&#039; had to get called in to clean up the mess([[Ganymede]]). [[Inquisitor]] [[Kryptman]] claimed that Hrud Fusils are a synthesis of Melta and Plasma technologies and use a lance-like beam to chew through armor, but he might have mistook another Hrud weapon for the Fusil.&lt;br /&gt;
&lt;br /&gt;
Hrud weapons are both common enough (Hrud are everywhere) and useful enough (does your plasma ignore cover?) that they tend to end up in all sorts of strange places. They find their way to Inquisitors, assassins, alien mercenaries, 8 foot tall biological super soldiers, small dogs, what have you.&lt;br /&gt;
&lt;br /&gt;
General Hrud technology is compact, and in-between Orky contraptions and Imperial gadgetry in reliability. They make heavy use of both the Warp and standard technical knowledge in their machines, creating an aesthetic that is similar to both a gritty techno-industrial mess and the ancient artifacts from [[Elder Scrolls|Skyrim]], because Emperor knows you cannot get enough Skyrim.&lt;br /&gt;
&lt;br /&gt;
==What the Hrud are up to now==&lt;br /&gt;
Hrud commonly live in underground cities called &#039;&#039;&#039;Juunlaks&#039;&#039;&#039;, made of tunnels, dirt, and dark. Juunlaks are found near centers of population in the host civilization, but never in very large numbers. Because the Hrud couldn&#039;t care less about what they leech on to, &#039;&#039;Juunlaks&#039;&#039; and/or Hrud infestations have been found on, but not limited to: Imperial [[Hive World]]s, [[Ork]] Worlds, [[Space Hulk]]s, large Battleships of all races, the planet of [[Tau|Es&#039;Tau]], and [[Craftworld]] Saim&#039;Hann. [[Eldrad]] was known to have eliminated the Hrud present on Saim&#039;Hann, likely because he wanted to have the nice things on Saim&#039;Hann that the Hrud would have made unhaveable. Due to the frequency of nomadic Hrud infestations on Imperial ships and Hrudite physiology, Imperial crews have given Hrud the hilarious and thoroughly Rogue Trader-esque nickname &amp;quot;Bendies.&amp;quot; Most races consider them vermin, and use words like &amp;quot;infestation&amp;quot; to describe places where Hrud gather. They will try to exterminate them, but Hrud usually keep to themselves, and rarely, if ever, wage war on other races.&lt;br /&gt;
&lt;br /&gt;
The Hrud believe that ancestry and family-ties are all-important, and they keep immaculate records on nearly everything. They are a tribal race, and shy away from contact with other Hrud tribes and empires. Conversely, single Hrud will flock together to form new tribes or join pre-existing ones. Record-keeping is a huge part of Hrud society, to the point where Hrud records are more reliable than Imperial records, and more precise than those of the Eldar. Even Hrud legends and folklore and religion are, when not fully factual, referencing true events. This mass-memory is somewhat fractured, as different tribes maintain records about their branch of the Hrud species, and when tribes split, they take copies of the pertinent information and carry on from there. This is not a terrible problem, though, and the totality of the records make the history of the &#039;&#039;&#039;&amp;quot;Raheed&amp;quot;&#039;&#039;&#039;, or &amp;quot;masstribe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Every so often, a Hrud tribe will reach critical mass and split, one half executing a &#039;&#039;&#039;Peh-ha&#039;&#039;&#039;, or mass migration. This is probably because they have become too populous, and must split to avoid detection. And presumably to get way from that one uncle who always wants to play [[Monopoly]] at family reunions. The irony is that once they leave, everyone and their grandmother steers clear of them. That many Hrud in one place can seriously mess you up, and in combat they are usually covered in shadow, and invisible until they&#039;re two feet away from you with a stolen pistol to your skull. Large enough migrations are known to start ruining whole planets worth of nice things from orbit.&lt;br /&gt;
&lt;br /&gt;
On planets, they mainly survive on petty thievery, power-sapping, and mostly being a filthy xenos parasite. They do get hired on occasion as assassins, but they never hang around long enough to be anything more than a reputable killer for one-off jobs. Hrud are known to adopt humans or members of other races into their tribes and Juunlaks, where they are treated as &#039;&#039;&#039;zanhaads&#039;&#039;&#039;, or slave/pet/whatevers. Unfortunately the constant exposure to Hrud emanations and toxins means that the zanhaads develop a chemical dependency on them, ensuring that few run away.&lt;br /&gt;
&lt;br /&gt;
The Hrud are very vulnerable to one of the newer threats to the galaxy: [[genestealer]] cults. Familial structure, parasitism, communal living, and hiding in the shadows are all seized upon traits for the cults. As a result, genestealers have begun to integrate increased natural stealth, and even shadow-warping, taken from Hrud DNA.&lt;br /&gt;
&lt;br /&gt;
A sneak peak of the 9th Edition Rule Book also mentions a conflict in the Laeviner Archipelago between an [[Eldar]] alliance against [[Hive Fleet Ouroboris]]. Why do the Eldar care so much a bout a tiny chunk of space? Because its home to what the Eldar call &#039;Those Who Evade the Crone&#039;, a race of xenos whose genetic make up causes an entropy field. Sound familiar? Obviously if the Tyranids get their hands on this genetic makeup it would be [[Rape| bad to say the least]]. The Eldar have also supposedly been culling &#039;Those Who Evade the Crone&#039; so that they don&#039;t spread out of the Laeviner Archipelago, which could explain why we&#039;ve heard so little of the Hrud.&lt;br /&gt;
&lt;br /&gt;
==Notable Encounters==&lt;br /&gt;
* From 935.M41 to 938.M41, [[Creed|Ursarkar E. Creed]] fought the Hrud.&lt;br /&gt;
* Hrud are kind of [[awesome]] when their migrations get large enough, citing a 101.M40 record wherein a mass-migration forced a whole [[Freebooterz|Freeboota Klan]] off-track to Haakonath, the homeworld of the [[Star Phantoms]] [[Space Marine]] Chapter. When the marines swiftly dispatched the Ork threat, the Hrud came down in full force, dragging with them a &#039;&#039;temporal-warp rift that was made from their collective entropy fields.&#039;&#039; This caused so much derp on Haakonath that the Star Phantoms had to retreat &#039;&#039;and&#039;&#039; lose their homeworld, making them &amp;quot;one of only a handful of Chapters who survived a full-scale Hrud migration alone.&amp;quot;&lt;br /&gt;
* In Graham McNeill&#039;s Mars trilogy, the Hrud were somehow involved in a convoluted and insanely complex and OP machine called the Breath of the [[Old Ones|Gods]] that a batshit insane Mechanicus Adept created over several thousand years beyond the [[Halo Stars]] which very nearly wrecked pretty much the whole universe before being fought back by a rare alliance of Eldar, Black Templars, Mechanicus, Cadians, and a badass rogue trader crew.&lt;br /&gt;
* In 783.M41, the Hrud caused the &#039;&#039;&#039;Infestation of Ursula Spinal&#039;&#039;&#039;, an event which led to &#039;&#039;three full regiments&#039;&#039; of [[Valhallan Ice Warriors]] to age until their standard-issue balls of steel fell off.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:DissectedHrud.jpg|This is what happens when a Hrud is dissected. As you can see, it is the most intact specimen to date. And a fukken mess.&lt;br /&gt;
File:Hrud_aliens.jpg|An old-style Nocturnal Warrior of the Hrud. Also an [[Ambull]].&lt;br /&gt;
File:Nocturnal_Warrior_of_the_Hrud.jpeg|More detailed Nocturnal Warrior&lt;br /&gt;
File:Hrud_Warrior.jpg|The first Hrud model, from [[Warhammer 40,000: Rogue Trader|the old days.]]&lt;br /&gt;
File:Hrud_mugshot.jpg|HELLO THERE&lt;br /&gt;
File:Hrud.jpg|Official Hrud art.&lt;br /&gt;
File:Hrud8.jpg|An actual model of a modern Hrud. Use of [[Green Stuff]] was kept to a minimum.&lt;br /&gt;
File:Yukio_HrudAuxilia.jpg|Hrud SPEES SKAVEN, now in new, good models!&lt;br /&gt;
Happy_Hrud.jpeg|An example of Hrud stealth&lt;br /&gt;
Nocturnal warriors of hrud by babymordred121.jpg|Some Hrud with [[Umbra|their god]] and [[Enoulian|pets]] in tow&lt;br /&gt;
Space Skaven.jpg|Early Hrud concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Xenos]]&lt;br /&gt;
* [[Xenology]]&lt;br /&gt;
* [[Umbra]]&lt;br /&gt;
* [[Squat]]&lt;br /&gt;
* [[Saharduin]]&lt;br /&gt;
* [[Rak&#039;gol]]&lt;br /&gt;
* [[Rogue Trader]]&lt;br /&gt;
* [[Skaven]]&lt;br /&gt;
* [[Veer-Myn]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://forums.tauonline.org/minor-races/79750-attempt-settling-hrud.html This might explain how Hrud are all at once several different races.]&lt;br /&gt;
* [http://wh40k.lexicanum.com/wiki/Hrud#.Uw5rmfldUTo What the other wiki has to say about them.]&lt;br /&gt;
* [http://www.coolminiornot.com/131005 SPEES SKEHVEN]&lt;br /&gt;
* [http://warhammer40k.wikia.com/wiki/Hrud What the &#039;&#039;other&#039;&#039; other wiki has to say about them.]&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hrenian&amp;diff=258104</id>
		<title>Hrenian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hrenian&amp;diff=258104"/>
		<updated>2023-06-03T23:53:33Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hrenians are a group or species of alien that are known to have fought with the Tau as Light Infantry. Hrenian Light Infantry formed part of the D&#039;yanoi Sept&#039;s Be&#039;etar Expeditionary Force. They were part of its Auxiliary Reserve Dispatch, alongside Kroot Carnivores, Vespid Stingwings, and Morralian Deathsworn.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gykon&amp;diff=243341</id>
		<title>Gykon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gykon&amp;diff=243341"/>
		<updated>2023-06-03T23:53:16Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Gykon are a Xenos race that opposed the Imperium at the time of the Great Crusade. As such, it can be inferred they were wiped out by the Imperium.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Greet&amp;diff=238042</id>
		<title>Greet</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Greet&amp;diff=238042"/>
		<updated>2023-06-03T23:53:05Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Greet are an invertebrate xenos species that was annexed to the T&#039;au Empire.&lt;br /&gt;
&lt;br /&gt;
Their homeworld is a watery planet called Isla&#039;su that is located on the outskirts of the Fal&#039;shia Sept.&lt;br /&gt;
&lt;br /&gt;
After being discovered by the T&#039;au Air Caste, the Water Caste extended the Thraxians honourable greetings and an invitation to join the T&#039;au Empire, offering them mutual protection, new trade opportunities and the exchange of technology.&lt;br /&gt;
&lt;br /&gt;
The Greet allowed the Earth Caste to build many floating factories atop the surface of their planet-spanning oceans. This paid for the protection of their planet by T&#039;au orbital stations and allowed the Greet to better contribute to the Greater Good.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=G%E2%80%99nosh&amp;diff=243412</id>
		<title>G’nosh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=G%E2%80%99nosh&amp;diff=243412"/>
		<updated>2023-06-03T23:52:51Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The G’nosh known as a species that has joined the Tau Empire. They are used to cargo-hauling.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Galg&amp;diff=224238</id>
		<title>Galg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Galg&amp;diff=224238"/>
		<updated>2023-06-03T23:52:36Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Galg.jpg|thumb|left|What the Imperium &#039;&#039;thought&#039;&#039; the Galg looked like...]]&lt;br /&gt;
[[File:Galg2.jpg|200px|right|thumb|What they &#039;&#039;actually&#039;&#039; looked like.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Galg&#039;&#039;&#039; (&#039;&#039;Adumminus sextus&#039;&#039;) are a race of weird cephalopods from the planet of Adummin. They are a race whose individuals which resemble a mass of tentacles with a bulbous head. They are also described as having six tentacle limbs instead of arms or legs and no head, but clusters of eye-like organs that &amp;quot;wave like grass in a breeze&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Young Galgs produce an oily secretion that is [[Wat|drunk]] by the [[Dark Eldar]], giving an invigorating effect and occasional hallucinations.&lt;br /&gt;
&lt;br /&gt;
When fighting in close quarters, Galgs have been known to latch onto an enemy&#039;s back and wrap their tentacles around the opponent&#039;s throat.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, due to bureaucratic [[Derp|fuck-up]], the Galg were actually [[EPIC FAIL|mischaracterized]] as a bunch of [[Slann|broad, barrel-chested frog-like humanoids]] in [[Warhammer 40,000]]. Having wide toothy mouths, and bulbous black eyes whilst producing psychotropic poison on their skin, much like some real-world toads. Liber Xenologis seem to have cleared up the misunderstanding as the initial description seem to depict a completely separate Xenos race instead.&lt;br /&gt;
&lt;br /&gt;
The Galg are also a mercenary race, selling their services to the highest bidder, oftentimes finding themselves in the employ of the [[Tau]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Xenos]]&lt;br /&gt;
[[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Formosian&amp;diff=220640</id>
		<title>Formosian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Formosian&amp;diff=220640"/>
		<updated>2023-06-03T23:51:33Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &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;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Enslavers&amp;diff=200999</id>
		<title>Enslavers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Enslavers&amp;diff=200999"/>
		<updated>2023-06-03T23:50:56Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Enslaver sketch.jpg|thumb|300px|right|[[Jes Goodwin]]&#039;s sketch of an Enslaver.]]&lt;br /&gt;
{{topquote|A buey viejo no le falta garrapata. - There is no lack of fleas in old oxen.|Old Spanish saying}}&lt;br /&gt;
The &#039;&#039;&#039;Enslavers&#039;&#039;&#039; (also known as Psyrens, Krell, Dominators, Puppeteers and many other names by the denizens of the galaxy or more formally, &#039;&#039;Spiritus subjugator&#039;&#039;) are a strange &amp;quot;[[skub|organism]](?)&amp;quot; that populates the [[Warp]]. We say that it&#039;s an organism, but really describing what these things actually are is an exercise in futility, considering their supposed origins and &amp;quot;biology&amp;quot;. We can say, however, that they are some of the most dangerous things that can come out of the Warp, and considering the amount of horrifically dangerous shit that populates the Immaterium, that&#039;s &#039;&#039;really&#039;&#039; saying something, as well as amongst the very oldest (timey-wimey warp-fuckery notwithstanding).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Origins&amp;quot;==&lt;br /&gt;
Trying to explain the origins of the Enslavers forces us to go back to the days of the [[War in Heaven]]. During those times, the [[C&#039;Tan]] and their [[Necron]] slaves were beating the [[Old Ones]] and their allied races into submission, slowly but surely driving them into extinction. In their desperation, the Old Ones started creating more new races to try and stop them from going the way of the dodo, with little to no avail. This rapid creation of sapient and sentient species, alongside the tide of feelings of OCTILLIONS of beings embroiled in the war altered the properties of the Realm of Souls quite a bit, and it slowly but surely ended up altering its very nature, turning it into the twisted hellscape the Imperium knows as the Warp. It&#039;s at this point where the first Enslavers start appearing, to the absolute horror of EVERYONE and EVERYTHING.&lt;br /&gt;
&lt;br /&gt;
It is not known whether the [[Enslavers]] were the first [[daemons]], birthed from the emotions of all of this death and destruction, they were just organisms inhabiting the Warp and got attracted to the galaxy in a similar way the [[Tyranids]] did (with a hunger for immaterial energy (souls) instead of physical biomatter (flesh), or they were [[Chaos Spawn|peaceful Warp creatures horribly warped and deformed into the abominations they would become]]. In any case, they invaded the galaxy in millions, following the end of the War in Heaven and basically singlehandedly stopped all remaining conflicts...[[rape|by subjecting everyone involved to fates worse than being captured by the Dark Eldar]]... which by default is &#039;&#039;&#039;much worse&#039;&#039;&#039; than death.&lt;br /&gt;
&lt;br /&gt;
These entities arrived just at the time where the Old Ones were barely avoiding extinction by the skin of their teeth against the [[C&#039;Tan]], who had been betrayed by the [[Necron|Necrons]] and started turning against each other. That small moment of respite turned out to be the calm before THE storm of the epoch, getting completely blindsided by this out of context problem. As such, the Old Ones and their slave species were utterly erased from existence, used as soul-fuel for the Enslavers. Combining the state of utter exhaustion with the quickness of the Enslavers reproductive cycle and thus most of the life in the galaxy was eradicated. The [[Necron|Necrons]] and the [[C&#039;Tan]] were more or less safe from these things, due to them not having souls anymore, but the [[C&#039;Tan]] were getting shattered here and there and the Necrons, seeing all of the clusterfuck the galaxy had become, decided to go &amp;quot;fuck it&amp;quot; and went to sleep for around 60 million years. The only known species that we 100% know that survived are the [[Eldar]], the [[Jokaero]], the [[Hrud]], and the [[Orks]]. The Orks survived the way Orks always survive: they probably put spores in places not even the Enslavers could find them, but the Eldar hadn&#039;t discovered the Webway yet, so who knows how they rode out the plague. (Maybe they built [[Wraithbone]] bubbles filled with souls like the Infinity Circuit, and the Enslavers couldn&#039;t get through?). The Hrud may have just not been particularly appetizing, given their whole &amp;quot;age things to dust&amp;quot; effect on things and how hard they are to dig out of their holes, and the Jokaero may have scienced their way out of the whole situation without meaning to. The Necrons also survived, but counting them as &amp;quot;species&amp;quot; is also a rather [[skub|complicated]] debate, considering the Necrontyr are definitively extinct, and in their place they left the automata known as Necrons. Anyway, once they managed to leave the galaxy clean of important life, they either went back to the Warp or they starved to death, leaving the way for the galaxy to recover from the cataclysm. With the millions of year passing, the memories of these creatures faded more and more, and by the time the [[Imperium of Man]] was created, those who still remembered them thought them to be truly gone...&lt;br /&gt;
&lt;br /&gt;
However, [[grimdark|this is 40k]], and if something can ruin the galaxy, it will make its way to it. The Enslavers have appeared from time to time to feed upon sapient species once again, although these ones are not nearly as powerful as those from the days of the Old Ones. Well, that or the sheer blind fanatical faith of the Imperium and its effect on the Warp makes them a relative non-issue. The Calixis Sector was victim to an Enslaver infestation in 260.993.M41, however it was repelled by the forces of Mankind. Nowadays, the [[Inquisition]] keeps an eye on these abominations, considering that a quick response is the key to keep them at bay, and that the damage they can do is far greater than any form of [[Exterminatus]]&lt;br /&gt;
&lt;br /&gt;
It is also believed that [[Trazyn the Infinite]] has a carcass of an Enslaver in his collection. Considering how dangerous these beings are, as well as Trazyn&#039;s somewhat lacking security in regards to live specimens (remember when he tried to make a zoo of Tyranids, [[fail|only for them to escape and run amok in the planet?]]). It is good to know that the thing is actually a dessiccated corpse... &amp;lt;s&amp;gt;or at least, we believe it to be so&amp;lt;/s&amp;gt;. Trazyn personally makes sure it’s dead every time he enters the room containing it... every time.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Biology&amp;quot;==&lt;br /&gt;
[[File:Rogue Trader Enslaver.jpg|thumb|200px|right|A [[Warhammer 40,000: Rogue Trader|Rogue Trader]] era Enslaver.]]&lt;br /&gt;
Now, the first and most important thing to discuss regarding the Enslavers&#039; biology is to know whether they are daemons or not. Considering their nature, composition, behaviour, feeding habits and common habitats... we don&#039;t know. Really, if they are daemons, they share so many characteristics with regular organisms we could be forgiven to think of them as living beings, and vice versa. Both the [[Ordo Xenos]] and [[Ordo Malleus]] keep track of these things, just in case the other is wrong. At the very least we know they are older than [[Chaos]], so they at least don&#039;t work alongside the Ruinous Powers (after all, if all the believers are eaten, there is no more emotion, and more importantly, no worship, so they would &amp;lt;s&amp;gt;go kaput&amp;lt;/s&amp;gt; be weakened to such an extent that they would lose most of their agency, and eventually lose both their very sapience and sentience, as they&#039;d only exist on aspects of reality such as change&amp;lt;s&amp;gt;, anarchy,&amp;lt;/s&amp;gt; and decay...so [[Slaanesh]] would die... it’s not worth it). They may as well be the equivalent of Tyranids for the Warp, a menace that came from outside the Immaterium (or at the very least a region of the Immaterium corresponding to another galaxy) to feed upon it, in which case, that&#039;s another apocalyptic threat the galaxy has to deal with. Great. The biggest point of evidence that points to them being biological xenos of some kind is the corpse kept by Trazyn since Daemons don&#039;t &#039;&#039;typically&#039;&#039; leave corpses, they usually just return to the Warp when &#039;killed&#039;. Although this too is far from certain due to the sheer, unmatched levels of power even just standard-fare Necron-tech can unleash, and which has been well-documented to be more than capable of utterly upending Warp-fuckery with the [[Awesome|power of science]]. So who the fuck knows.&lt;br /&gt;
&lt;br /&gt;
Physiology-wise they take a number of forms, but the most common aspect is something akin to a mix between a flea, a jellyfish and an octopus, all bloated into ridiculous proportions (The swollen area speculated to be something akin to that of a stomach, where all of the psychic energy and souls are stored). They move by floating in the air, probably using their psychic powers to levitate. They use their numerous tendrils to search for and feed upon the souls of the living, in particular psykers. Once found, they nail their tendrils inside of the victim&#039;s brain and start sucking out the poor sod&#039;s soul, [[grimdark|while simultaneously turning it into a drooling slave, ready to fight for the Enslavers]], defeating potential threats and searching for more prey. Once the victim is more or less done, they will put their eggs inside the target&#039;s brain, only for them to hatch a year or so later, [[grimdark|making its head explode into more Enslavers]]. Suffice to say, if this process is not stopped immediately, an Enslaver infestation can destroy planets in a matter of decades, though they will try to be as stealthy as possible. And by the way, &#039;&#039;we don&#039;t even know whether they are a sapient species or not&#039;&#039;, so this behavior might be instinctual or just a plan hatched with the borrowed intelligence of their host. Again, very little information for us to just corroborate anything major. If the Enslavers can&#039;t get any food, they will either return to the Warp or starve to death.&lt;br /&gt;
&lt;br /&gt;
==Presence in the Tabletop and Vidya==&lt;br /&gt;
Enslavers come from the early days of [[Rogue Trader]], although most of their fluff comes from later works. Tabletop-wise, they were given rules in the [[Chapter Approved]] [[Creature Feature]], although no models were made for them. Homebrew rules:&lt;br /&gt;
&lt;br /&gt;
SPECIAL RULES&lt;br /&gt;
&lt;br /&gt;
Deep Strike: Enslavers may always opt to stay in reserve and enter play using the Deep Strike rules even in missions which do not use the Deep Strike rules. Enslavers cannot contribute dice to the Enslavement pool until they are on the tabletop.&lt;br /&gt;
&lt;br /&gt;
ENSLAVEMENT&lt;br /&gt;
&lt;br /&gt;
Each Slave Conduit contributes 1 dice to the pool at the start of each of the player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
Each Enslaver contributes 2D3 dice to the pool at the start of each player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
Each Enslaver Lord contributes 3D3 dice to the pool at the start of the player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
Dice are used to control enslaved units and to mind control new ones! The dice pool is used as follows: At the end of the Enslaver&#039;s movement phase it allocates dice to enslave units. At the start of the next Enslaver&#039;s turn the pool is refilled with the exception of dice that have been left with units to show they are in danger of permanent enslavement (see below).&lt;br /&gt;
&lt;br /&gt;
Enslavers count as psykers but their Enslavement dice cannot be countered by any known means, such as psychic hoods or Runes of Warding.&lt;br /&gt;
&lt;br /&gt;
CONTROLLING ENSLAVED UNITS&lt;br /&gt;
&lt;br /&gt;
Enslaved units automatically pass all Morale checks.&lt;br /&gt;
&lt;br /&gt;
ENSLAVING NEW UNITS&lt;br /&gt;
&lt;br /&gt;
Enslaving new units is achieved by allocating dice to them and rolling against the target unit&#039;s Leadership characteristic. A maximum of three dice can be allocated per enemy unit and one dice is lost per full 24&amp;quot; that there is between the closest Enslaver and the target (ie, 24&amp;quot;-47&amp;quot; –1 dice, 48&amp;quot;- 71&amp;quot; –2 dice, control is not possible at 72&amp;quot; or greater).&lt;br /&gt;
&lt;br /&gt;
Less than Leadership: The target is confused, in the opponent&#039;s turn the unit may only take a single move, shoot or fight action for the remainder of the opponent&#039;s turn. The unit may not take any actions or cast in the psychic phase.&lt;br /&gt;
&lt;br /&gt;
Equalling the Leadership: The target is confused and does nothing, the unit can take no actions in the opponents turn. The opponent must roll a D6 for each model in the unit remove one model from the unit for each 6 rolled on the dice to represent infighting – individuals being completely controlled and killing another unit member, ones winning freedom only to be slain by the others, suicidal incidents and so forth. -1 to the dice roll if the target is a Character.&lt;br /&gt;
&lt;br /&gt;
Beating the Leadership by 1: The Enslaver can cause the unit to move or shoot.&lt;br /&gt;
&lt;br /&gt;
Beating the Leadership by 2: The Enslaver can cause the unit to move and shoot at +1 BS.&lt;br /&gt;
&lt;br /&gt;
Beating the Leadership by 3+: The Enslaver can cause the unit to move, shoot and charge at +1 BS and +1 WS.&lt;br /&gt;
&lt;br /&gt;
Permanent Enslavement: Each time an enemy unit is affected by the Enslavers leave one of the dice from their pool with it. Once three dice have been accumulated the unit becomes fully enslaved and is part of the Enslaver&#039;s forces from then on. At this point the accumulated dice are returned to the Enslavers&#039; dice pool.&lt;br /&gt;
&lt;br /&gt;
Mind Control: The Enslaver&#039;s effect gets more powerful the closer you get. Within 12&amp;quot; units are at Ld -2, within 24&amp;quot; -1 Ld. Psykers suffer an additional -1 at any range.&lt;br /&gt;
&lt;br /&gt;
Slave Conduit 5 model&#039;s to a Unit.&lt;br /&gt;
&lt;br /&gt;
M 8&amp;quot; WS 5+ BS 6+ S 3 T 3 W 1 A 1 LD 10 SV 5+ 50pts&lt;br /&gt;
&lt;br /&gt;
Psychic Lash Melee -0 1 *On a wound roll of 6+ the target suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
Warp Form: Unit has a 4+ Invulnerable Save.&lt;br /&gt;
&lt;br /&gt;
Warp Horror: Enemy units that are within 6&amp;quot; must subtract 1 from their Leadership.&lt;br /&gt;
&lt;br /&gt;
Enslaver&lt;br /&gt;
&lt;br /&gt;
M 6&amp;quot; WS 4+ BS 6+ S 5 T 5 W 5 A 4 LD 10 SV 5+ 150pts&lt;br /&gt;
&lt;br /&gt;
Focused Psychic Lash Melee -0 1 *On a wound roll of 5+ the target suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
Enslave: Select a target that is visible to the user attempting to enslave the target. This may be used any number of times.&lt;br /&gt;
&lt;br /&gt;
Warp Form: This model has a 4+ Invulnerable Save.&lt;br /&gt;
&lt;br /&gt;
Warp Horror: Enemy units that are within 12&amp;quot; must subtract -2 from their Leadership, units within 24&amp;quot; must subtract -1 from their Leadership. Psykers suffer an additional -1 at any range.&lt;br /&gt;
&lt;br /&gt;
Enslaver Lord&lt;br /&gt;
&lt;br /&gt;
M 6&amp;quot; WS 4+ BS 6+ S 7 T 7 W 9 A 6 LD 10 SV 5 +300pts&lt;br /&gt;
&lt;br /&gt;
Psychic Storm Melee -0 1 *On a wound roll of 4+ the target suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
Enslave: Select a target that is visible to the user attempting to enslave the target. This may be used any number of times.&lt;br /&gt;
&lt;br /&gt;
Warp Shift: This model has a 3+ Invulnerable Save.&lt;br /&gt;
&lt;br /&gt;
Warp Horror: Enemy units that are within 12&amp;quot; must subtract -2 from their Leadership, units within 24&amp;quot; must subtract -1 from their Leadership. Psykers suffer an additional -1 at any range.&lt;br /&gt;
&lt;br /&gt;
Warp Eternal: The first time this model is destroyed, roll one D6 at the end of the phase. On a 4+, set this model back up on the battlefield as close as possible to where they were destroyed and not within Engagement Range of any enemy models, with D6 wounds remaining.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer 40,000: Gladius - Relics of War|Warhammer 40k Gladius]], they appear as a dangerous neutral creature which can be found defending the various hovering artefacts scattered around the map, and they viciously attack players and computers alike once one is close enough. Living up to their name they are capable of psychically enslaving units (thankfully only one at a time for balance reasons) and turning them against their former allies (cept for the Necrons, for obvious reasons). You can regain control of the unit by killing the enslavers, freeing them from their power. One can also choose to kill the enslaved unit if going after the enslavers is either too risky or in the situation that they manage to escape from your grasp (like levitating out to the nearby sea), but this will grant them the opportunity to enslave a new unit yet again until they are disposed off once and for all. .&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[file:Thrint.jpg|left|thumb|200px|A Thrint from Known Space]]&lt;br /&gt;
The Enslavers to a degree bare a resemblance to The Thrint from Larry Niven&#039;s &#039;&#039;Known Space&#039;&#039; series of books. A psionic species which could dominate the minds of others in the distant past, which are also cryptically known as The Slavers. Despite their power, they were also kind of dumb. They were impulsive, had little self control or capacity for introspection and generally did not think far ahead or to the the consequences of their actions. They eventually delegated much of their scientific research to a slave species and gave them enough freedom of thought to plot the downfall of Thrint civilization. By the time the Thrint realized what was going on, it was too late. Their response was to build a giant psionic amplifier and which they&#039;d use to broadcast a single command across the galaxy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DIE&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Which killed everything in the galaxy with a spinal cord, including themselves. Again, the Thrint were not that bright.&lt;br /&gt;
&lt;br /&gt;
[[Wat|Also they poop through their mouths.]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Drax&amp;diff=184439</id>
		<title>Drax</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Drax&amp;diff=184439"/>
		<updated>2023-06-03T23:47:37Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Drax are the species that make up the Draxian Hegemony, a small, young Xenos empire at the edge of Imperial Space, much like the Tau Empire.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dracolith&amp;diff=182379</id>
		<title>Dracolith</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dracolith&amp;diff=182379"/>
		<updated>2023-06-03T23:47:26Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dracolith are a race of crystalline aliens, that form part of the Church of Dracolith, a fledgling empire that is beginning to conquer Imperial space.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Donarathi&amp;diff=180930</id>
		<title>Donarathi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Donarathi&amp;diff=180930"/>
		<updated>2023-06-03T23:47:01Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &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;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cythor_Fiend&amp;diff=158435</id>
		<title>Cythor Fiend</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cythor_Fiend&amp;diff=158435"/>
		<updated>2023-06-03T23:46:23Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CythorFiend.jpg]]&lt;br /&gt;
The Cythor Fiends (classisfied as Homindae crystallis by the Imperium) are a race of Xenos with advanced crystal technology and a knack for escaping genocide by the Imperium, native to the Ghoul Stars. The Cythors have spindly limbs and vile faces, elongated and inhuman. They live in the fortresses with sheer walls of glimmering crystal and used some uncanny weapons. According to the Death Spectres, the Cythors are not alive in the sense humans would understand it. Cythor Fiends use small silver discs that when activated causes them to shatter apart and reform into deadly crystals that quickly slash the throats of their victims. These mobile crystals can become quite small, and seemingly possess the essence of the Fiend. In addition, the Cythors employ unique warships, with one known class being the Pinion Class Stealth Frigate.&lt;br /&gt;
&lt;br /&gt;
When they still lived in the Ghoul Stars, the Cythor Fiends&#039; realm was centered on a Gas Giant, dubbed 9836-18 Grave Core by the Imperium.&lt;br /&gt;
&lt;br /&gt;
Cythor Fiends were seen as vicious creatures by the Imperium, and every probe or scout team sent into their territory never returned. They often clashed with the Death Spectres which were tasked with watching over the Ghoul Stars. At one point, the Death Spectres launched a major campaign to destroy the Cythors, only to find their worlds empty. As a result, the Chapter became aware of the fact that the Cythors possessed technologies with which they could ultimately evade any attempt to exterminate them. Eventually, the Cythors returned to their old planets and reclaimed them. From then on, however, the Death Spectres always limited themselves to containment tactics.&lt;br /&gt;
&lt;br /&gt;
In late M41, the race was largely exterminated by the Black Templars and Death Spectres in the Ghoul Stars Crusade, with only their homeworlds remaining outside Imperial hands. However, when the Black Templars arrived at their homeworlds, they found them completely empty and vacant of any Cythor presence. What exactly happened to the race initially remained a mystery.&lt;br /&gt;
&lt;br /&gt;
According to the latest data, Rogue Trader Janus Draik saw one of the Cythor Fiends on the Blackstone Fortress located in the Segmentum Pacificus. Draik also stated that according to the information from the Aeldari texts, Cythor Fiends managed to &#039;evade&#039; the extermination due to using of their own advanced technologies.&lt;br /&gt;
&lt;br /&gt;
They have also been observed on the Daemon World, Sublime.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cryptos&amp;diff=155756</id>
		<title>Cryptos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cryptos&amp;diff=155756"/>
		<updated>2023-06-03T23:45:47Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cryptos are a Xenos race. They appear as a strange gaseous cloud with an eerie greenish glow filled with half-formed shapes, without solid physical shape and able to pass through solid matter, and they are able to take human bodies as hosts.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cimmeriac&amp;diff=125749</id>
		<title>Cimmeriac</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cimmeriac&amp;diff=125749"/>
		<updated>2023-06-03T23:45:03Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cimmeriac were a little-known xenos race from the Eastern Fringe.&lt;br /&gt;
&lt;br /&gt;
Facing the Tyranid invasion of Hive Fleet Jormungandr in the late 41st Millennium, they accepted the uneasy truce proposed by High Admiral Vortigern Hanroth to join his loose alliance of various fleets with their Shadowcruiser starships.&lt;br /&gt;
&lt;br /&gt;
In 995.M41, during the subsequent Battle of Black Nebula, Hanroth and his unlikely allies shattered Hive Fleet Jormungandr.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, less than five Terran years later Hanroth himself would lead the obliteration of the Cimmeriac civilisation in the name of the Emperor, proving once again that despite all the HFY! Imperium and Chaos fans love to rub in the faces of Xenos players, in the end even the &amp;quot;good guys&amp;quot; of the humans are scumbags who are willing to kill those who fight beside them for their own gain.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Caradochian&amp;diff=111250</id>
		<title>Caradochian</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Caradochian&amp;diff=111250"/>
		<updated>2023-06-03T23:44:52Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &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;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Drahendra&amp;diff=183711</id>
		<title>Drahendra</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Drahendra&amp;diff=183711"/>
		<updated>2023-06-03T23:44:41Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &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;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Brachyura&amp;diff=104033</id>
		<title>Brachyura</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Brachyura&amp;diff=104033"/>
		<updated>2023-06-03T23:44:30Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Brachyura was the name of a planet that was annexed to the Tau Empire during its First Sphere Expansion.&lt;br /&gt;
&lt;br /&gt;
It is also the name of a xenos species of tiny, intelligent and dextrous-limbed crustaceans that inhabited that world.&lt;br /&gt;
&lt;br /&gt;
Due to the growing shortage of Tau by the end of the First Sphere Expansion, the Water Caste sought to further integrate the Brachyura into the empire by assigning them to the delicate assembly of the minuscule Plasma Generators needed to fuel the latest Earth Caste inventions, a task which they proved unmatched at.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bale_Childer&amp;diff=78426</id>
		<title>Bale Childer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bale_Childer&amp;diff=78426"/>
		<updated>2023-06-03T23:44:17Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bale Childer were a xenos race or entity defeated in the Angevin Crusade along with the Yu&#039;vath, after both their homeworlds were destroyed by Exterminatus. They were the last resistance to Imperial rule in the Calyx Expanse, which signaled the end of the Angevin Crusade and the birth of the Calixis Sector.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Baneling&amp;diff=79331</id>
		<title>Baneling</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Baneling&amp;diff=79331"/>
		<updated>2023-06-03T23:44:06Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &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;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Araklionid&amp;diff=47988</id>
		<title>Araklionid</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Araklionid&amp;diff=47988"/>
		<updated>2023-06-03T23:43:25Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Araklionids were a Minor Xenos Species involved in at least 3 wars with the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
[[Category: Minor Xenos Species]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Jokaero&amp;diff=282561</id>
		<title>Jokaero</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Jokaero&amp;diff=282561"/>
		<updated>2023-06-03T23:41:45Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{awesome}}&lt;br /&gt;
{{WTF}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GKJokearo.jpg‎|right|thumb|Everything&#039;s better with space orangutans.]]&lt;br /&gt;
{{Topquote|Order your men to stop their firing. I will show you my personal army build... Operator, it is time. Do the... How you say...? &#039;Funky monkey!|[[If the Emperor had a Text-to-Speech Device| Inquisitor Coteaz about to unleash the cheese.]]}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|To suggest that we can learn anything about the simian nature from a study of man is sheer nonsense. Why, man is a nuisance.|Doctor Zaius, &#039;&#039;Planet of the Apes&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Lesser known fact: the entire [[Warhammer 40,000]] universe and all its depressing crushing grimdarkness, from the wearisome toiling of factory serfs, the endless struggle of the [[Imperial Guard]] against overwhelming odds, the callous judgement of the [[Inquisition]], the fiery fanaticism of the [[Ecclesiarchy]], the malevolence of the [[Chaos Gods]], to the plots of the [[Necrons]] and [[Eldar]] and all the rest is just volumes upon volumes of set up for the fact that there are mad scientist Space Orangutans zipping around.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Overview==&lt;br /&gt;
The Jokaero (&#039;&#039;Pongo ingenio&#039;&#039; - fun fact, it&#039;s the same genus as the real-life Orang-utan) are an ape-like race created by the [[Old Ones]] a to serve as the tech staff during the [[War in Heaven]].&lt;br /&gt;
It is questionable if they are truly a sapient race despite being technologically advanced, because they don&#039;t possess a language, culture, or any greater motivation than bare survival. Thus, the Imperium usually considers them to be animals and treats them as such. And if you think that this is said in a derogatory manner, think again. This means that humans are not determined to exterminate them like they would be if Jokaero would be your average sapient alien species and even attempt to have one as a pet, like some members of the inquisition do.&lt;br /&gt;
&lt;br /&gt;
It is speculated that their understanding of technology is coded into their genes, much like [[Ork]] Oddboyz (Mekboyz, Painboyz etc.). However, they differ from their greenskinned brethren because their technology isn&#039;t psychically taped-together crap. These space apes are somehow &amp;lt;s&amp;gt;potentially&amp;lt;/s&amp;gt; more advanced than the entire Imperium, &amp;lt;s&amp;gt;almost&amp;lt;/s&amp;gt; all of the [[Adeptus Mechanicus|Mechanicus]], and (in different fields of technology) most [[Eldar]] craftsmen.&lt;br /&gt;
&lt;br /&gt;
They &#039;&#039;are&#039;&#039; capable of interstellar travel, and migrate as a pack in large, perfectly geometric spaceships which make use of invisible currents of energy, inherent to the fabric of the universe. While it is rare that they choose to do this, a large percentage of Jokaero live upon these spacecrafts. These craft are some of the most powerful in the galaxy: the Deathwatch once attempted to attack a &amp;quot;Jokaero star-frame&amp;quot;, only to be fended off by an &amp;quot;entire fleet&#039;s worth of firepower&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They create [[Digital Weapons]] (so called because they&#039;re worn on a person&#039;s fingers, not because they&#039;re CGI. Pretty much all post-[[Horus Heresy]] digital weapons), which some factions, mainly high-up Imperials and influential Techpriests, make use of. They also make the [[Spyrer]] suits found amongst the High Nobility of [[Hive World]]s such as [[Necromunda]] or worlds in the [[Dark Heresy|Calixis sector]]. Mainly, rich Imperial snobs will somehow use Jokaero as a &amp;lt;s&amp;gt;Protectorate&amp;lt;/s&amp;gt; Protector-ape (a euphemism for forced labor) to get cool shit.&lt;br /&gt;
&lt;br /&gt;
Despite this, GW lore says Jokaero are extremely rare, and impossibly elusive to boot. They are fairly analogous to animals, and so are instinctively distrustful of other beings (almost always rightfully so). If you do manage, by some miracle, to get a hold of one of these orangutans, and not get curb-stomped by their teeny [[Multilaser]] rings and bracelets, you still need to manage to keep them. They have a nasty habit of knowing how everything every race could possibly build works and operates, plus things nobody else in the universe knows. Naturally, this means that any prison they are held in is usually temporary, despite any and all preventative measures, although it may immediately tinker with the prison after escaping and then [[Derp|become trapped in the now improved prison,]] from which it will escape and restart the cycle. Logic is not a necessary component of the Warhammer universe. Keeping this in mind, it is not impossible to work with a Jokaero (and thus acquire more [[Digital Weapons]]); if you can convince them that you are friendly, they won&#039;t run from you and you can essentially roll with them for a while, hopefully getting some Digital Weapon death-bling in the bargain. If you are the grimdark version of Jane Goodall, you might even manage to acquire one as a pet/coworker, seeing as they are a very rare and valuable resource. However, this is exceedingly rare, and accounting for the vastness of known space, only the wellest-to-do of Rogue Traders, [[Dark Eldar|beastmasters]], and super-rich, eccentric Imperial Lords have a Jokaero in their possession. At least one has been kept as a permanent retainer to an Inquisitor and was happy to go along with whatever they wanted - it even repaired a superheavy tank to full working order and THEN proceeded to improve it in every conceivable way, making it as fast as a [[Salamander Reconnaissance Tank|Salamander]] which came in pretty handy when it came to tankshocking deamons.&lt;br /&gt;
&lt;br /&gt;
Barring all this, Jokaero are still stereotypically finicky, making doohickies on a whim: sometimes not at all, sometimes for days straight. There is no guarantee that the gadgets it makes will be [[Digital Weapons]]; however, anything it does make will assuredly be magnitudes more advanced (and smaller) than any Imperial equivalent (if there is one). For example, if you plead at it for months on end to build you a finger-mounted Meltagun, and it can make a subdermally forehead-mounted Multi-melta in three hours, the Jokaero might still just ignore you, get hungry, and build an antigravity energy-field banana peeler, use it once, and then throw it away only to build a diesel-powered diamond-tipped banana peeler a week later. As said above, the Jokaero mostly make things out of simple survival need: self-defence lasers, multi-dimensional backpacks, infrared goggles, and the like. But they&#039;re wildly inconsistent about what they do and don&#039;t value and are apt as not to eagerly trade a plasma pistol for a banana, for they can always build another plasma pistol but the banana is a banana.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that they completely disprove the Mechanicus&#039; notion that all technology the imperium might need was invented in the dark age of technology.&lt;br /&gt;
&lt;br /&gt;
==Jokaero in Warhammer Adventures==&lt;br /&gt;
An adult Jokaero named Flegan-Pala joins the gaggle of child heroes in &#039;&#039;Attack of the Necron&#039;&#039;. He is nicknamed “Fleapit,” much to his chagrin. The Lexmechanic, Erasmus, claims that they are native to Holy Terra, but he may be in error (The &amp;quot;Galactic Compendium&amp;quot; in the back of the second book clarifies that they are not from Holy Terra). Flegan-Pala is given a chapter from his own perspective, which shows that Jokaero are fully sapient, though he is not able to speak in Low Gothic. His technological aptitude is depicted as being wondrous; he’s able to create a [[Sonic Weaponry|sonic cannon]] in seconds when a Necron hunter approaches him. When he’s first introduced, he’s shown to be able to physically overpower an Ogryn.&lt;br /&gt;
&lt;br /&gt;
==Jokaero in Warhammer 40K Tabletop==&lt;br /&gt;
[[Image:JokaeroDigitalWeapon.jpg‎|right|thumb|250px|Visual [[AIDS|aids]].]]&lt;br /&gt;
Recently, with the Codex: Grey Knights including Jokaero as a possible bodyguard unit for Inquisitors, /tg/ quickly found a loophole in the rules that allowed them to field an entire army of space-orangutans (the so-called &amp;quot;Barrel of Monkeys&amp;quot; army build). The result is that Codex: Grey Knights has been jokingly called Codex: Jokaero.&lt;br /&gt;
&lt;br /&gt;
By the way, you know those little shiny rings they have? Those extremely small, light, and TINY rings? Yeah. Those are all [[awesome|FUCKING LASCANNONS. And Heavy Flamers. And Multi-Meltas. AT THE SAME TIME]].&lt;br /&gt;
&lt;br /&gt;
*Step 1: Play a 6000pts Apocalypse game&lt;br /&gt;
*Step 2: Field Inquisitor Coteaz as HQ and 163 Jokaero&lt;br /&gt;
*Step 3: Take a picture of your opponents face when he realizes you have 163 Lascannons/Multi-meltas/Heavy flamers (I.E. can fuck up anything)&lt;br /&gt;
*Step 4: ????&lt;br /&gt;
*Step 5: Profit!&lt;br /&gt;
*Step 6: Die a horrible death that could satisfy [[Khorne]] for centuries. Could.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Karman.jpg|This is a Karman from [[AT-43]] and not, in fact, a Jokaero, but numerous fa/tg/uys have voiced that they intend to use them as [[Proxy|proxies]] for their all-monkey army.&lt;br /&gt;
Image:JokaeroDropPod.jpg|A Jokaero Drop Pod.&lt;br /&gt;
Image: Jokaero-ship-sawbone-station.jpg&lt;br /&gt;
Image: JokaeroBust.jpg&lt;br /&gt;
Image: BigJokaero.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Inquisition}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial]][[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Daemonhost&amp;diff=161271</id>
		<title>Daemonhost</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Daemonhost&amp;diff=161271"/>
		<updated>2023-06-03T23:41:02Z</updated>

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&lt;div&gt;[[File:Daemonhost.jpg|470px|right|thumb|When I get out of here I am going to fuck you all up! I swear on my daemonic horns!]]&lt;br /&gt;
Daemonhosts are one of the most [[Derp|ridiculous]] ideas the [[Inquisition]] had came up with. Say thanks to [[Phil Kelly|Father Kelly]], [[Graham McNeill|Mommy Mcneil]] and [[Andy Chambers|Uncle Chambers]] for this...&#039;gift&#039; kids (arguably [[Dan Abnett|Grandpa Abnett]] too, however whether Quixos deserves to be called an Inquisitor at that point and whether or not it was supposed to be a wide practice is up for debate). Daemonhosts are essentially the logical conclusion to Xanthism, for when using Chaos weapons, armour and Chaos sorcery isn&#039;t enough. Take a living mortal body and use it as a receptacle to bind a [[Daemon|daemon]], differing from a possessed in that the daemon does not possess or control the mortal, but is [[Rape|forcefully bound into it.]] The Daemonhost is then used by another mortal, [[Derp|often in order to use Chaos to fight Chaos.]] Because that always works well, though granted on occasion it can be very effective, provided the Inquisitor in charge isn&#039;t batshit insane or completely retarded about how much they should trust/watch/talk to a daemon (which is why these cases aren&#039;t the norm). It seriously seems like the [[Inquisition]] had stolen a page from [[Malal]]&#039;s book on fighting chaos.&lt;br /&gt;
&lt;br /&gt;
Of course, if the Imperium was even slightly intelligent, they would have set up a Daemon Jail with this concept long ago, instead of banishing them back to their home.&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
The source of such bodies varies. Most times an end-justifies-the-means type Inquisitor of the Ordo Malleus will sacrifice inconsequential individuals so that they can bring forth a daemon that can be interrogated for information on Chaos. Or even more diabolically, they may use the Daemonhost to fight other daemonic creatures. The creation of a Daemonhost is considered heresy, and is enough for an Inquisitor to be declared excommunicate traitoris.&lt;br /&gt;
&lt;br /&gt;
Some Chaos cults are also known to employ Daemonhosts as well, in case it wasn&#039;t obvious enough that this whole thing wasn&#039;t clearly heretical.&lt;br /&gt;
&lt;br /&gt;
==Process of Daemonic Heretical Rape==&lt;br /&gt;
How possession normally works: Being an entity of the warp, a daemon cannot manifest itself in real space under normal circumstances. A daemon will usually enter the mind of a vulnerable psyker and turn the individual to its will and, through its host, affect reality. Outside of natural circumstances, and outside the [[Eye of Terror]], daemons can exist temporarily in real space by being summoned through complex rituals. When a daemon manages to latch onto a person, the power of the daemon eventually takes its toll on the mortal body until it is consumed and destroyed, temporarily freeing the daemon that was possessing the person into realspace, until they get weaker, fade back to the warp and the whole cycle starts over again. Initially, the possessed may remain human in appearance, but over time the human form will be shift - its eyes will start to change, sometimes becoming blood red, or taking on the look of a cat&#039;s or snake&#039;s eyes, while the bone structure will be reformed, resulting in horns, bloating and other inhuman features until finally the hosts body is ripped apart and the daemon emerges forth.&lt;br /&gt;
&lt;br /&gt;
Of note is that fact that it doesn&#039;t have to be a psyker that a daemon possesses. [[Chaos]] [[Cultist|Cultists]] will often sacrifice themselves for &amp;quot;the good of the cause&amp;quot; so their patron daemon can lead them personally and if summoned as part of a ritual and with the use of sorcery it&#039;s possible to force a daemon to possess a random very (un)lucky cultist, and it can even happen if somebody&#039;s unlucky enough to get hit by the wrong warp/chaos made weapon, the injury (usually consisting of pieces of the weapon still left inside the unfortunate civilian) acts as conduit for the daemon to latch onto. Daemonhosts created by Chaos cults typically fall under this category.&lt;br /&gt;
&lt;br /&gt;
The process of an Inquisition-made bound Daemonhost on the other hand is a lot more complicated and sounds like something out of a [[Dark Eldar]] [[FATAL|BDSM ritual]]. The host must first be inscribed with certain marks, runes and wardings to prepare it for the entrapment of a daemon. The sigils involved are largely unknown to all except the attendees, but one rune usually considered essential is the rune called the &amp;quot;Rune of Voiding&amp;quot; which must be inscribed on the chest of the host in order to empty it of any previous souls so that the daemon can be effectively contained (and, you know, prevent the host&#039;s soul being eaten and destroyed). Apparently, [[Grimdark|this rune is sometimes ignored]], as in certain occasions, the original host&#039;s mind endured. Once all the preparations are made, the Incantations of Binding, the Litany of Servitus, and the Wards of Entrapment must be spoken, along with the final sealing words: &amp;quot;In servitutem abduco, I bind thee fast forever into this host.&amp;quot; Note that only these were mentioned by [[Gregor Eisenhorn|Inquisitor Eisenhorn]] in his logs, and that other rites might have been involved. If the ritual has gone well then the Daemonhost is forced to obey the Inquisitor (but will also secretly be trying to break free the entire time). Radical Inquisitors with the resources would also string the host with chains, padlocks, amulets, and other bindings as to ensure the daemon&#039;s obedience, failure to do so usually results in those Inquisitors being the first ones the daemon decides to take out its frustrations on. On the other hand, said bindings also make the Daemonhost less powerful, creating the temptation to weaken the bindings in order to make it a more useful weapon.&lt;br /&gt;
&lt;br /&gt;
Of course this being the Inquisition, obviously the ritual (and later usage) of the Daemonhost must be kept secret as the answer on whether this is [[Extra Heresy]] at its most extreme is obvious.&lt;br /&gt;
&lt;br /&gt;
If not all of the special preparations have been made, i.e. a hasty on-the-spot binding, the severe trauma of the process might be inflicted on the Daemonhost, ensuring that it remains docile and unresponsive for several days-or worse,the bindings can fail outright, allowing the Daemonhost to break free of its prospective master&#039;s control with predictable consequences.&lt;br /&gt;
&lt;br /&gt;
==Effects on the Host==&lt;br /&gt;
&lt;br /&gt;
The host also usually manifests psychic powers as a result of their close connection with a creature of the warp, sometimes so powerful that the host&#039;s body can barely contain it. They may appear to arc with electrical energy, cause minor air disturbances and often float a few inches from the ground. Daemonhosts also benefit from the invulnerability&#039;s of the daemon inhabiting its body, though the particulars may change from daemon to daemon. [[Werewolves|Some may only be harmed with silver,]] [[Vampire Counts|while others may be destroyed by sunlight.]] [[Blood Angels|Some need to consume nothing but blood to survive.]] These traits may account for the stories of Vampyre cults that exist on some worlds in the Imperium.&lt;br /&gt;
&lt;br /&gt;
It is possible to purge a daemon from a hosts body, leaving the individual free, but usually mentally, physically and sometimes spiritually scarred by the experience via an exorcism. While traumatic, the Inquisition has actually found this worth it and have even created [[Exorcists|an entire chapter of Space Marines]] who are forcibly made into Daemonhosts , before the daemon is exorcised from them because it usually has the interesting side effect of making the former hosts less perceptible to daemons to the point that in their first field test, the Exorcists achieved a 98/1 kill ratio on a daemon world. Unfortunately sometimes such a mark is made that the opposite happens, the individual is more susceptible to future daemonic possession, such individuals are usually executed.&lt;br /&gt;
&lt;br /&gt;
Eventually, no matter how powerful a host&#039;s will, the experience of sharing a mind and body with a daemon will lead to insanity, effectively bringing an end to the life of the host, and allowing the warp entity to take complete control. In such cases, an exorcism may be of little benefit to the pathetic creature, and death will be the only mercy.&lt;br /&gt;
&lt;br /&gt;
{{Template:Inquisition}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Crusaders&amp;diff=155575</id>
		<title>Crusaders</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Crusaders&amp;diff=155575"/>
		<updated>2023-06-03T23:40:32Z</updated>

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&lt;div&gt;[[File:Crusader.jpg|340px|right|thumb|Come at me and fight me with all thy strength, thou traitorous heretics!]]&lt;br /&gt;
&#039;&#039;Not to be confused with the page, [[Crusader]] nor the [[Black Templar]]&#039;s [[Crusader Squad]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crusader&#039;&#039;&#039;s AKA Teutonic Knights in SPESS, Space [[Bretonnian]], [[Grey Knights]] lite, [[Inquisition]]&#039;s pet zealots are fanatical warriors that graduate from the [[Ecclesiarchy|same school]] as the [[Sisters of Battle|Bolter Bitches]]. Most Crusaders inducted into the ranks of the Ecclesiarchy from a [[Schola Progenium]], selected for their unflagging devotion to the Emperor. To be selected is a great honor, though it leads not only to a grueling life of asceticism and martial perfection, but also inevitably to an [[Grimdark|unmourned death in battle against the forces of heresy and apostasy]]. Most Crusaders are identifiable with their iconic shields and swords.&lt;br /&gt;
&lt;br /&gt;
As you may know, the Inquisition has a soft spot for these fellows due to a combination of absolute loyalty, zealotry and not taking &amp;lt;u&amp;gt;no&amp;lt;/u&amp;gt; as an answer. Unsurprisingly, [[Ministorum Priest]] from the Ecclesiarchy often gather a band of bodyguards to assist them in the execution of their duties and [[Heretic|heretics]]. Known as a [[Ecclesiarchy Battle Conclave]], these groups are necessarily small; anything larger would breach the prohibition of &amp;quot;men under arms&amp;quot; as laid down in the Decree Passive that prohibited the Ecclesiarchy from raising its own male military forces in the wake of the abuses carried out during the [[Age of Apostasy]]. While this may seem contradictory, take note that Crusaders on a whole, work as a small militia rather than an actual army and are often seconded by other organizations such as the Inquisition and even [[Rogue Trader]]s, thus they do not betray the whole &amp;quot;men under arms&amp;quot; schtick, it also means that they&#039;re the only one with a dick within the [[Adepta Sororitas]]; [[Ministorum Priest|old wrinkly ballsacks do not count]] (please note that later codexes have explicitly stated that the Crusader houses are unisex, presumably in an effort to garner more leeway for their existence.)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
As mentioned, Crusaders are identified with their iconic Master Crafted [[Power Weapon|Power Sword]] and a shield that comes in either the Crusader Suppression Shield or Storm Shield. Crusaders also come equipped with standard issue Master Crafted [[Carapace Armour]] and a Badge of Office as well as a Micro-Bead.&lt;br /&gt;
&lt;br /&gt;
It is more than a little stupid, though, that the few guys who specialize in melee wear carapace armor while the literal multiple armies of girls who specialize in ranged combat wear powered armor.&lt;br /&gt;
&lt;br /&gt;
== Crusader Houses ==&lt;br /&gt;
&lt;br /&gt;
Like the [[Imperial Knight|Imperial Knights]], each Crusader come from a noble family dubbed as Crusader Houses. Because of their close links with the Inquisition, Crusaders are thus almost utterly loyal and are sworn to serve the agents of the Inquisition with no regard for their own desires whatsoever. These puissant warriors are inducted into one of the Crusader Houses, each of which is a closed and secretive community with as few as a dozen or as many as several thousand members. Many of these Houses are located near to Inquisitorial facilities, and some are housed inside the larger Inquisitorial fortresses.&lt;br /&gt;
&lt;br /&gt;
An example is the Tricorn in Hive Sibellus on Scintilla which hosts a number of Crusader Houses, the warriors of each always close at hand to accompany Throne Agents wherever their duties may take them. The duty of a Crusader is to protect a specific Inquisitor, to whom he is bonded by a solemn, unbreakable oath. However, they are more than mere bodyguards. A Crusader is the Inquisitor’s right hand which delivers the coup de grâce or parries the attacks of his foe. Thus they are often the most trusted companion an Inquisitor can have, which is often needed due to the Inquisitor&#039;s often [[Paranoia|paranoid views on outsiders and especially other Inquisitors.]] Like their suped-up brothers, the [[Grey Knights]]; to have been inducted into a Crusader House, the warrior must have been judged nigh-incorruptible, at least in so far as any mortal can be judged so. Induction into a Crusader House occurs only at the invitation of one of its senior members, and only after the subject has been scrutinized from a distance, sometimes for many years. Therefore to become a Crusader, one must prove themselves pure and noble in the highly meritocratic system of the Inquisition, of course it is by choice as the Inquisition in a rare case of being reasonable, aren&#039;t a fan towards dogmatism and are pragmatic so long as it suits their needs. Having joined the cloistered ranks of the Crusaders, the inductee puts aside all thoughts of personal ambition and dedicates himself body and soul to the House and the greater cause pursued by the Holy Orders of the [[God-Emperor of Mankind|Emperor]]’s Inquisition. From that moment on, the Crusader casts off wealth and all possessions beside his weapons, armour, and the articles of his faith. He takes residence in a bare stone cell within the Crusader House until such time as he is called upon to serve an Inquisitor. This is often a test of humbleness and selflessness in order to weed out any potential personal sins that may hamper a Crusader&#039;s quest of enlightenment. This type of actions can actually be seen by real life Buddhist monks of [[Asians|Asia]] and Priests (At least the non-corrupt cultist ones) in Europe.&lt;br /&gt;
&lt;br /&gt;
Crusaders study every aspect of the arts of close combat, excelling in the use of melee weapons. For some reason, they eschew ranged weapons, believing that the pure essence of duty is only to be found in the clash of steel on steel, where blood is shed and bone shatters asunder. As you can expect it is often seen as a bit &#039;&#039;too&#039;&#039; [[Imperial Worlds#Feudal Worlds|traditional]] and are often seen as a flashing target practice for the occasional [[Tau]] and [[Eldar]]. Crusader Houses teach many and varied martial techniques, many houses favoring a specific, signature weapon by which its members are known. They also bear the intricately inscribed names and deeds of former owners, reminding the current bearer of his duties and that the eyes of the past are ever upon him.&lt;br /&gt;
&lt;br /&gt;
Of course a Crusader still has strong familiar ties with the Ecclesiarchy and will come to assist them (Albeit in small numbers) if the need arises such as protecting important priests to going on Wars of Faith to even participating in an actual Crusade along with the [[Black Templars]] to further hone in the neo-medieval theme of WH40K to an absurd extreme.&lt;br /&gt;
&lt;br /&gt;
== Crunch ==&lt;br /&gt;
&lt;br /&gt;
These guys were originally the 3rd edition [[Daemonhunters]] codex as part the henchmen retinue. Falling under the &amp;quot;warrior&amp;quot; class they simply added +1WS to the inquisitor. While they were armed with a stormshield, they sucked back then (stormshields only working in melee) and were mostly supplanted by stormtroopers and acolytes. Then finally after ages of being in that book they got put into the 5th edition grey knights codex, though why would one use them in a codex full of melee specialists with more attacks, higher strength, ranged attacks and more attacks is anyone&#039;s guess. They also popped up in the Sisters of battle codex, where they filled a unique niche of super tanky melee specialist (something they didn&#039;t need, but could use). Then the inquisition codex for 6th edition came out. Here they were useful and effective (especially with hammerhand from an inquisitor) and were commonly used in mixed units with death cult assassins for a tanky, choppy, uber awesome- mini death star (commonly with a Xeno inquisitor with rad and psyco-stroke grenades on top). Imperial agents separated them into only adeptus ministorum single units. With the release of 8th edition they are part of the adeptus ministorum as 2-10 man squads and now get AoF, zealot (the 8th edition kind) and are considerably powerful being able to attack/move twice through on a 2+ AoF. [[awesome|All while not costing a single point more]]. As of November 2019 they are in both the Imperial Guard and Adepta Sororitas codicies; it seems everyone likes a zealot. (Not the inquisitors apparently, [[what|considering that they aren&#039;t present in the white dwarf inquisitor army index]])&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Sisters of Battle]]&lt;br /&gt;
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{{Template:Sisters-of-Battle}}&lt;br /&gt;
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{{Template:Inquisition}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Servo-skull&amp;diff=421592</id>
		<title>Servo-skull</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Servo-skull&amp;diff=421592"/>
		<updated>2023-06-03T23:39:29Z</updated>

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&amp;lt;!-- Especially that one that&#039;s like &amp;quot;I love my servo-skull,&amp;quot; or whatever.--&amp;gt; [[File:SAM_0765.jpg|thumb| In all their grimey fashion]]&lt;br /&gt;
A &#039;&#039;&#039;servo-skull&#039;&#039;&#039; is a kind of machine used by the [[Imperium of Man]]. They are made from the skull of a deceased Imperial servant with a cogitator, some sensoria, and a hover-drive installed to make it move. What better way to reward an adept of the [[Administratum]] for his decades of shuffling around papers that nobody ever reads again than to make his skull into a little flying robot?&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Much like the [[Tau drone|drones]] used by the [[Tau]] Empire, the Imperium puts servo-skulls to many purposes. Some of them are used as pict-recorders and message couriers, others as remote viewers linked to a controlling [[tech-priest]], still others as psychic foci or targeting computers to assist [[Inquisitor]]s and their retinues. Occasionally they have pistol sized weapons and can be used as assassination tools or a hands-free ranged weapon.&lt;br /&gt;
&lt;br /&gt;
On the 40k tabletop, if you field [[Grey Knights]] they are often considered a prerequisite. They are placed on the battlefield (and can be placed anywhere outside the enemy deployment zone) after deployment areas have been determined, but before any forces are deployed. Enemy infiltrators cannot set up within 12&amp;quot; of a Servo-skull and enemy scouts can&#039;t use their pre-game move to approach within 12&amp;quot; of a Servo-skull. A friendly unit arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12&amp;quot; of a Servo-skull and friendly blast templates placed within 12&amp;quot; of a Servo-skull roll one D6 less for scatter. They can&#039;t technically be destroyed, but if an enemy gets within 6&amp;quot; of one it will be removed from play.&lt;br /&gt;
&lt;br /&gt;
Whilst in 30k, they behave as familiars and are taken as wargear attached to your characters. Granting them an extension of their senses, which translates into +1 to invulnerable saves due to enhanced reflexes and also allows them to re-roll characteristic tests &#039;&#039;(like Toughness or Initiative)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Famous Heads==&lt;br /&gt;
One particularly &amp;quot;renowned&amp;quot; Servo-Skull is that of Brother Brantor who was a marksman in the [[Deathwatch]]. Somehow rather than getting the honoured rest that he deserved, his head never left the service of the Ordos Xenos, who then fitted it with a stealth anti-grav and a whole range of sensors and auspexes (presumably because a Space Marine&#039;s skull might be big enough to fit everything) which makes it/him extremely useful for recon missions and the like. Improbably, the skull is also a better close combatant with an increased weapon skill, which certainly cannot be a carry over of experience, since all brain matter is replaced with cogitators, so obviously the Ordos Xenos still knows how to get access to high-quality [[Heresy|artificial intelligence]] or [[Tzeentch|warp shenanigans are afoot]].&lt;br /&gt;
&lt;br /&gt;
An unusually talkative Servo-Skull is found among the crew of the Caestus Metalican in [[Warhammer 40,000: Mechanicus]]. Formerly a Magos Dominus, Servo-Skull Reditus acts considerably more intelligent than others of his kind, providing commentary on various issues faced by the tech-priests. In fact, the game&#039;s intro is narrated by Reditus as he waxes lyrical on the joys of being freed from flesh and serving the Omnissiah in death. His primary duty is to act as the POV camera for the turn-based battles against the Necrons, allowing player character Magos Dominus Faustinius to better command his troops. Considering that most other Servo-Skulls are creepy mute robo-drones and not undead tech-priests spouting philosophy he&#039;s probably an example of tech-heresy. On the other hand, a common procedure among members of the Mechanicus is getting the right hemisphere of their brain replaced with a cogitator, so this could just be a Ship of Theseus type of situation.&lt;br /&gt;
&lt;br /&gt;
==Cherubim==&lt;br /&gt;
{{Topquote|A cyber cherub clattered in a clumsy search pattern around the scriptorium on metal wings. Such things were grotesque, techno-alchemy far removed from the purer machinery of his day. The madness of Mars had infected everything;&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The cherub’s emerald eyes flashed at each word. The sensibilities of this age did not appeal to Guilliman. Hateful art for a hateful time;&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The primarch watched it go back to its roost with critical eyes. The wings were more than adornment; from the sound of it, there was not enough lift in the gravity impeller to keep it aloft. The machines of this millennium were crude. The engineers among his brothers would probably have caught the thing in a net and rebuilt the motor; he was close to doing so himself. Either that, or tossing it out of an airlock into the void and replacing it with something less ghoulish.|[[Roboute Guilliman|Big Bobby G]], reviewing a Cherub in &#039;&#039;Dark Imperium&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|[[TTS|Imperials are so fucking nasty, I swear to]] [[Ruinous Powers|the gods...]]|[[Magnus the Red|Wide Ahriman]], agreeing on Bobby&#039;s sentiments}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cherub.png|300px|right|thumb|Wild flying babies. Unfortunately trying to put a diaper on one of them is a painful and arduous task.]]&lt;br /&gt;
One particularly messed-up variant of a servo-skull is the &#039;&#039;&#039;cherub&#039;&#039;&#039; (plural: &#039;&#039;&#039;cherubim&#039;&#039;&#039;), which uses a vat-grown baby instead of a dead servant&#039;s skull as the base structure and therefore have much more in common with your garden variety [[servitors]] rather than simple robotic machines.&lt;br /&gt;
&lt;br /&gt;
It sounds like something [[Slaanesh]] dreamed up, but apparently it&#039;s all the rage for higher-ups in the [[Ecclesiarchy]] to have little choirs of the things to sing hymns.&lt;br /&gt;
&lt;br /&gt;
One member of the GW staff went to an extraordinary length in describing where they came from and what various purposes they are suited for. According to the history, they first turned up in M33 to celebrate the ascension of the [[Emperor]] to the Golden Throne, where the [[Adeptus Mechanicus|Adeptus Biologicus]] released 2000 cherubs into the Throne Chamber (one for each year of his enthronement) where they all flew up into the rafters to sing hymns and remain there still, being maintained by the Mechanicum, and presumably shitting on everything just like pigeons do. This act just serves to make The Emperor&#039;s torment greater, not just because of the Religious reasons, but because Cherubs are made from Babies.&lt;br /&gt;
&lt;br /&gt;
While singing hymnals is certainly what Cherubim are most well-known for, they do have a number of other roles, since unlike servo-skulls they do have at least some level of intellect to be able to perform complicated tasks.&lt;br /&gt;
&lt;br /&gt;
Goge Vandire had them installed EVERYWHERE during the [[Age of Apostasy]], acting as mobile CCTV cameras so he could spy on everyone looking for sedition.&lt;br /&gt;
&lt;br /&gt;
Some [[Rogue Trader (RPG)|starships]] have Cherubim aeries installed to help out with menial everyday tasks, though this generally freaks out the common crew as having feral babies flying above your head is pretty poor for morale.&lt;br /&gt;
&lt;br /&gt;
[[Roboute Guilliman|Guilliman]] is not a fan of them (see above quote). Neither is Magnus the Red. We can&#039;t blame them.&lt;br /&gt;
&lt;br /&gt;
===Types of Cherub===&lt;br /&gt;
Other less documented roles include:&lt;br /&gt;
*&#039;&#039;&#039;Butler&#039;&#039;&#039; - Basically a house menial, attends to cleaning and serving things when expected.&lt;br /&gt;
*&#039;&#039;&#039;Crusader&#039;&#039;&#039; - Adorable teddy bear sized servitors in plate, as if being surrounded by armoured babies makes you appear more threatening.&lt;br /&gt;
*&#039;&#039;&#039;Custodian&#039;&#039;&#039; - Tattooed with Hexagrammatic Wards, these ones are trusted to carry proscribed artifacts.&lt;br /&gt;
*&#039;&#039;&#039;Foci&#039;&#039;&#039; - Psychically attuned to their masters, and can be used as psyber familiars.&lt;br /&gt;
*&#039;&#039;&#039;[[Watchers in the Dark|Gregori]]&#039;&#039;&#039; - Little dudes with freakishly large eyes, fitted with auspex scanners&lt;br /&gt;
*&#039;&#039;&#039;Harpy&#039;&#039;&#039; - Babies with blades attached to their feet, are almost always female and are used as combat pests.&lt;br /&gt;
*&#039;&#039;&#039;Incensor&#039;&#039;&#039; - Babies carting around fog machines. [[Sisters of Battle]] tend to use them to help refocus their faith.&lt;br /&gt;
*&#039;&#039;&#039;Love Angel&#039;&#039;&#039; - Cupid in 40k for people who like to be [[/d/|watched by cyborg-children while they do it]] &#039;&#039;(You wish I was kidding)&#039;&#039;. They exude pheromones to heighten sexual attraction. How the fuck this has not gotten purged as Slaaneshi heresy is unknown.&lt;br /&gt;
*&#039;&#039;&#039;Reaper&#039;&#039;&#039; - Babies dressed in dark robes, come equipped with [[Digital Weapons|digi-weapons]] to remove people bothering their masters.&lt;br /&gt;
*&#039;&#039;&#039;Shining&#039;&#039;&#039; - these have refractor fields built into somewhere in their bodies. Not really useful to its master unless you send it somewhere for a different reason where it&#039;s likely to be destroyed.&lt;br /&gt;
*&#039;&#039;&#039;Squire&#039;&#039;&#039; - Babies with muscle augmentations, which can hilariously make them stronger than full grown adult humans. Their purpose is to hold whatever gets passed to them by their master.&lt;br /&gt;
*&#039;&#039;&#039;Stenographer&#039;&#039;&#039; - a much more discrete quill servitor, records everything said in its location.&lt;br /&gt;
*&#039;&#039;&#039;Swift&#039;&#039;&#039; - Much larger wings which allows them to generate more thrust and speed.&lt;br /&gt;
*&#039;&#039;&#039;Sycophant&#039;&#039;&#039; - Carries around a mirror to let you know how special you are.&lt;br /&gt;
*&#039;&#039;&#039;Tailor&#039;&#039;&#039; - fixes clothing handed to them using an onboard supply of thread.&lt;br /&gt;
*&#039;&#039;&#039;Weapons Loader&#039;&#039;&#039; - exactly what it says, tiny people trained to reload a weapon when it&#039;s given to them. Space Marine [[Devastator Squad]]s in particular use these quite frequently (named as &#039;&#039;Armourium Cherub&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
While some Cherubs can be manufactured to perform multiple roles, there is always a limit to how much a single servitor can be expected to carry out. Hence, you might find a pack of cherubs built as butlers to attend the care of a household, but also double up as harpies to chase off unwelcome guests.&lt;br /&gt;
&lt;br /&gt;
Thus there is actually a second list of more complicated tasks that Cherubim might also be created to perform usually to the exclusion of anything else:&lt;br /&gt;
*&#039;&#039;&#039;Chorister&#039;&#039;&#039; - The typical singing Cherub that is well known across the Imperium. Probably more complicated because they need to know an extensive back-catalogue of songs to sing. Some also know how to play instruments and carry around incense burners.&lt;br /&gt;
*&#039;&#039;&#039;Generator&#039;&#039;&#039; - Essentially a flying force-field. These ones have massive, clunky power field generators built into their bodies.&lt;br /&gt;
*&#039;&#039;&#039;Grenadier&#039;&#039;&#039; - Dressed up like little soldiers, these ones carry bombs and set them up wherever ordered to by their masters.&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039; - A medic, equipped with a variety of medicinal tools. Unlike a medical servo-skull, which are tools for 40k doctors and carry their kit where directed, these little critters can actually attend to wounds and simple illnesses on their own without prompting.&lt;br /&gt;
*&#039;&#039;&#039;Jailer&#039;&#039;&#039; - Floating interrogation tools, carrying psy-nulling manacles, shock collars and a variety of drugs. Basically your BDSM baby.&lt;br /&gt;
*&#039;&#039;&#039;Messenger&#039;&#039;&#039; - much more complex than messenger servo-skulls. Rather than hunting for a person based on likeness alone, they are equipped with pheromone sensors and can track a target by smell and deliver a cogitators worth of information. They are also always built as &#039;&#039;&#039;Swift&#039;&#039;&#039; Cherubs too for quick movement.&lt;br /&gt;
*&#039;&#039;&#039;Pariah&#039;&#039;&#039; - They can do it via cloning anyway due to blank souls not having troubles in cloned bodies, making Inquisitorial Agents and Culexus Assassins, so why not have an untouchable baby? Comes with a handy limiter to turn the field on and off.&lt;br /&gt;
*&#039;&#039;&#039;Sage&#039;&#039;&#039; - Carries archeotech relics that perform specific effects, because nothing says opulence like having feral flying midgets using your most fragile and expensive equipment for you.&lt;br /&gt;
*&#039;&#039;&#039;Seer&#039;&#039;&#039; - Blind cherubs that have somehow been [[Astropath|Soul-bound]] to the Emperor, which must make them hellishly expensive/rare if this is the case. Their purpose though is to channel psychic backwash from perils of the warp from psychic masters.&lt;br /&gt;
*&#039;&#039;&#039;Spy&#039;&#039;&#039; - Little [[Ninja]] servitors often cloaked in Chameleoline, they have augmented lungs that allow them to resist airborne toxins, a sophisticated on-board suite of short ranged cyber senses for detecting poisons and they also have implanted multi-keys and know how to pick locks.&lt;br /&gt;
&lt;br /&gt;
===Nephilim===&lt;br /&gt;
In quite possibly the most [[grimdark]] of grimdarkness, there is actually an upper category of Cherubim, referred to as &#039;&#039;&#039;Nephilim&#039;&#039;&#039; (which means [[Dark Angels|Fallen]]).&lt;br /&gt;
&lt;br /&gt;
While it is rumoured that rarely a tech-priest can create a master-crafted Cherub with a considerably higher intellect, the truth is that occasionally Cherubs are manufactured using [[grimdark|ACTUAL BABIES]] rather than vat grown ones &#039;&#039;(perhaps too grimdark for mainstream GW, hence the article was labeled as &amp;quot;unofficial&amp;quot; with heavy emphasis on the inverted commas)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The difference is that vat-grown servitors have no developed central nervous system, which essentially makes them living vegetables until they are given a directive to follow. In the case of human-servitors, they already have a developed CNS and therefore are able to be trusted with multiple complicated tasks and actually use their initiative to figure out what needs doing.&lt;br /&gt;
&lt;br /&gt;
Thankfully, it numbers the times that Nephilim have been made since they are regarded as extremely uncommon; only 22 times since M36 and each for personal reasons determined by the owner and not just for [[powergamer|creating a &amp;quot;better&amp;quot;]] Cherub.&lt;br /&gt;
*One Nephil, &amp;quot;L&amp;quot;, was a psyker of such power that it was impossible to transport her via Black Ship, so the Inquisition fixed her into an angelic lightning rod that served the inquisitor for 157 years until it was destroyed by a Daemonhost.&lt;br /&gt;
*Another case file was on Maya&#039;s World in 076.M41, where a certain Lord Torrington had his comatose son made into a Nephil rather than watch him die. Unfortunately, due to [[Administratum|Imperial inheritance law]], the Servitor [[Fail|was eventually named Duke]] and has been the head of the house ever since.&lt;br /&gt;
&lt;br /&gt;
{{Template:Inquisition}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
{{House Cawdor}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Servo-skull&amp;diff=421591</id>
		<title>Servo-skull</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Servo-skull&amp;diff=421591"/>
		<updated>2023-06-03T23:38:44Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
&amp;lt;!-- Especially that one that&#039;s like &amp;quot;I love my servo-skull,&amp;quot; or whatever.--&amp;gt; [[File:SAM_0765.jpg|thumb| In all their grimey fashion]]&lt;br /&gt;
A &#039;&#039;&#039;servo-skull&#039;&#039;&#039; is a kind of machine used by the [[Imperium of Man]]. They are made from the skull of a deceased Imperial servant with a cogitator, some sensoria, and a hover-drive installed to make it move. What better way to reward an adept of the [[Administratum]] for his decades of shuffling around papers that nobody ever reads again than to make his skull into a little flying robot?&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Much like the [[Tau drone|drones]] used by the [[Tau]] Empire, the Imperium puts servo-skulls to many purposes. Some of them are used as pict-recorders and message couriers, others as remote viewers linked to a controlling [[tech-priest]], still others as psychic foci or targeting computers to assist [[Inquisitor]]s and their retinues. Occasionally they have pistol sized weapons and can be used as assassination tools or a hands-free ranged weapon.&lt;br /&gt;
&lt;br /&gt;
On the 40k tabletop, if you field [[Grey Knights]] they are often considered a prerequisite. They are placed on the battlefield (and can be placed anywhere outside the enemy deployment zone) after deployment areas have been determined, but before any forces are deployed. Enemy infiltrators cannot set up within 12&amp;quot; of a Servo-skull and enemy scouts can&#039;t use their pre-game move to approach within 12&amp;quot; of a Servo-skull. A friendly unit arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12&amp;quot; of a Servo-skull and friendly blast templates placed within 12&amp;quot; of a Servo-skull roll one D6 less for scatter. They can&#039;t technically be destroyed, but if an enemy gets within 6&amp;quot; of one it will be removed from play.&lt;br /&gt;
&lt;br /&gt;
Whilst in 30k, they behave as familiars and are taken as wargear attached to your characters. Granting them an extension of their senses, which translates into +1 to invulnerable saves due to enhanced reflexes and also allows them to re-roll characteristic tests &#039;&#039;(like Toughness or Initiative)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Famous Heads==&lt;br /&gt;
One particularly &amp;quot;renowned&amp;quot; Servo-Skull is that of Brother Brantor who was a marksman in the [[Deathwatch]]. Somehow rather than getting the honoured rest that he deserved, his head never left the service of the Ordos Xenos, who then fitted it with a stealth anti-grav and a whole range of sensors and auspexes (presumably because a Space Marine&#039;s skull might be big enough to fit everything) which makes it/him extremely useful for recon missions and the like. Improbably, the skull is also a better close combatant with an increased weapon skill, which certainly cannot be a carry over of experience, since all brain matter is replaced with cogitators, so obviously the Ordos Xenos still knows how to get access to high-quality [[Heresy|artificial intelligence]] or [[Tzeentch|warp shenanigans are afoot]].&lt;br /&gt;
&lt;br /&gt;
An unusually talkative Servo-Skull is found among the crew of the Caestus Metalican in [[Warhammer 40,000: Mechanicus]]. Formerly a Magos Dominus, Servo-Skull Reditus acts considerably more intelligent than others of his kind, providing commentary on various issues faced by the tech-priests. In fact, the game&#039;s intro is narrated by Reditus as he waxes lyrical on the joys of being freed from flesh and serving the Omnissiah in death. His primary duty is to act as the POV camera for the turn-based battles against the Necrons, allowing player character Magos Dominus Faustinius to better command his troops. Considering that most other Servo-Skulls are creepy mute robo-drones and not undead tech-priests spouting philosophy he&#039;s probably an example of tech-heresy. On the other hand, a common procedure among members of the Mechanicus is getting the right hemisphere of their brain replaced with a cogitator, so this could just be a Ship of Theseus type of situation.&lt;br /&gt;
&lt;br /&gt;
==Cherubim==&lt;br /&gt;
{{Topquote|A cyber cherub clattered in a clumsy search pattern around the scriptorium on metal wings. Such things were grotesque, techno-alchemy far removed from the purer machinery of his day. The madness of Mars had infected everything;&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The cherub’s emerald eyes flashed at each word. The sensibilities of this age did not appeal to Guilliman. Hateful art for a hateful time;&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The primarch watched it go back to its roost with critical eyes. The wings were more than adornment; from the sound of it, there was not enough lift in the gravity impeller to keep it aloft. The machines of this millennium were crude. The engineers among his brothers would probably have caught the thing in a net and rebuilt the motor; he was close to doing so himself. Either that, or tossing it out of an airlock into the void and replacing it with something less ghoulish.|[[Roboute Guilliman|Big Bobby G]], reviewing a Cherub in &#039;&#039;Dark Imperium&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|[[TTS|Imperials are so fucking nasty, I swear to]] [[Ruinous Powers|the gods...]]|[[Magnus the Red|Wide Ahriman]], agreeing on Bobby&#039;s sentiments}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cherub.png|300px|right|thumb|Wild flying babies. Unfortunately trying to put a diaper on one of them is a painful and arduous task.]]&lt;br /&gt;
One particularly messed-up variant of a servo-skull is the &#039;&#039;&#039;cherub&#039;&#039;&#039; (plural: &#039;&#039;&#039;cherubim&#039;&#039;&#039;), which uses a vat-grown baby instead of a dead servant&#039;s skull as the base structure and therefore have much more in common with your garden variety [[servitors]] rather than simple robotic machines.&lt;br /&gt;
&lt;br /&gt;
It sounds like something [[Slaanesh]] dreamed up, but apparently it&#039;s all the rage for higher-ups in the [[Ecclesiarchy]] to have little choirs of the things to sing hymns.&lt;br /&gt;
&lt;br /&gt;
One member of the GW staff went to an extraordinary length in describing where they came from and what various purposes they are suited for. According to the history, they first turned up in M33 to celebrate the ascension of the [[Emperor]] to the Golden Throne, where the [[Adeptus Mechanicus|Adeptus Biologicus]] released 2000 cherubs into the Throne Chamber (one for each year of his enthronement) where they all flew up into the rafters to sing hymns and remain there still, being maintained by the Mechanicum, and presumably shitting on everything just like pigeons do. This act just serves to make The Emperor&#039;s torment greater, not just because of the Religious reasons, but because Cherubs are made from Babies.&lt;br /&gt;
&lt;br /&gt;
While singing hymnals is certainly what Cherubim are most well-known for, they do have a number of other roles, since unlike servo-skulls they do have at least some level of intellect to be able to perform complicated tasks.&lt;br /&gt;
&lt;br /&gt;
Goge Vandire had them installed EVERYWHERE during the [[Age of Apostasy]], acting as mobile CCTV cameras so he could spy on everyone looking for sedition.&lt;br /&gt;
&lt;br /&gt;
Some [[Rogue Trader (RPG)|starships]] have Cherubim aeries installed to help out with menial everyday tasks, though this generally freaks out the common crew as having feral babies flying above your head is pretty poor for morale.&lt;br /&gt;
&lt;br /&gt;
[[Roboute Guilliman|Guilliman]] is not a fan of them (see above quote). Neither is Magnus the Red. We can&#039;t blame them.&lt;br /&gt;
&lt;br /&gt;
===Types of Cherub===&lt;br /&gt;
Other less documented roles include:&lt;br /&gt;
*&#039;&#039;&#039;Butler&#039;&#039;&#039; - Basically a house menial, attends to cleaning and serving things when expected.&lt;br /&gt;
*&#039;&#039;&#039;Crusader&#039;&#039;&#039; - Adorable teddy bear sized servitors in plate, as if being surrounded by armoured babies makes you appear more threatening.&lt;br /&gt;
*&#039;&#039;&#039;Custodian&#039;&#039;&#039; - Tattooed with Hexagrammatic Wards, these ones are trusted to carry proscribed artifacts.&lt;br /&gt;
*&#039;&#039;&#039;Foci&#039;&#039;&#039; - Psychically attuned to their masters, and can be used as psyber familiars.&lt;br /&gt;
*&#039;&#039;&#039;[[Watchers in the Dark|Gregori]]&#039;&#039;&#039; - Little dudes with freakishly large eyes, fitted with auspex scanners&lt;br /&gt;
*&#039;&#039;&#039;Harpy&#039;&#039;&#039; - Babies with blades attached to their feet, are almost always female and are used as combat pests.&lt;br /&gt;
*&#039;&#039;&#039;Incensor&#039;&#039;&#039; - Babies carting around fog machines. [[Sisters of Battle]] tend to use them to help refocus their faith.&lt;br /&gt;
*&#039;&#039;&#039;Love Angel&#039;&#039;&#039; - Cupid in 40k for people who like to be [[/d/|watched by cyborg-children while they do it]] &#039;&#039;(You wish I was kidding)&#039;&#039;. They exude pheromones to heighten sexual attraction. How the fuck this has not gotten purged as Slaaneshi heresy is unknown.&lt;br /&gt;
*&#039;&#039;&#039;Reaper&#039;&#039;&#039; - Babies dressed in dark robes, come equipped with [[Digital Weapons|digi-weapons]] to remove people bothering their masters.&lt;br /&gt;
*&#039;&#039;&#039;Shining&#039;&#039;&#039; - these have refractor fields built into somewhere in their bodies. Not really useful to its master unless you send it somewhere for a different reason where it&#039;s likely to be destroyed.&lt;br /&gt;
*&#039;&#039;&#039;Squire&#039;&#039;&#039; - Babies with muscle augmentations, which can hilariously make them stronger than full grown adult humans. Their purpose is to hold whatever gets passed to them by their master.&lt;br /&gt;
*&#039;&#039;&#039;Stenographer&#039;&#039;&#039; - a much more discrete quill servitor, records everything said in its location.&lt;br /&gt;
*&#039;&#039;&#039;Swift&#039;&#039;&#039; - Much larger wings which allows them to generate more thrust and speed.&lt;br /&gt;
*&#039;&#039;&#039;Sycophant&#039;&#039;&#039; - Carries around a mirror to let you know how special you are.&lt;br /&gt;
*&#039;&#039;&#039;Tailor&#039;&#039;&#039; - fixes clothing handed to them using an onboard supply of thread.&lt;br /&gt;
*&#039;&#039;&#039;Weapons Loader&#039;&#039;&#039; - exactly what it says, tiny people trained to reload a weapon when it&#039;s given to them. Space Marine [[Devastator Squad]]s in particular use these quite frequently (named as &#039;&#039;Armourium Cherub&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
While some Cherubs can be manufactured to perform multiple roles, there is always a limit to how much a single servitor can be expected to carry out. Hence, you might find a pack of cherubs built as butlers to attend the care of a household, but also double up as harpies to chase off unwelcome guests.&lt;br /&gt;
&lt;br /&gt;
Thus there is actually a second list of more complicated tasks that Cherubim might also be created to perform usually to the exclusion of anything else:&lt;br /&gt;
*&#039;&#039;&#039;Chorister&#039;&#039;&#039; - The typical singing Cherub that is well known across the Imperium. Probably more complicated because they need to know an extensive back-catalogue of songs to sing. Some also know how to play instruments and carry around incense burners.&lt;br /&gt;
*&#039;&#039;&#039;Generator&#039;&#039;&#039; - Essentially a flying force-field. These ones have massive, clunky power field generators built into their bodies.&lt;br /&gt;
*&#039;&#039;&#039;Grenadier&#039;&#039;&#039; - Dressed up like little soldiers, these ones carry bombs and set them up wherever ordered to by their masters.&lt;br /&gt;
*&#039;&#039;&#039;Healer&#039;&#039;&#039; - A medic, equipped with a variety of medicinal tools. Unlike a medical servo-skull, which are tools for 40k doctors and carry their kit where directed, these little critters can actually attend to wounds and simple illnesses on their own without prompting.&lt;br /&gt;
*&#039;&#039;&#039;Jailer&#039;&#039;&#039; - Floating interrogation tools, carrying psy-nulling manacles, shock collars and a variety of drugs. Basically your BDSM baby.&lt;br /&gt;
*&#039;&#039;&#039;Messenger&#039;&#039;&#039; - much more complex than messenger servo-skulls. Rather than hunting for a person based on likeness alone, they are equipped with pheromone sensors and can track a target by smell and deliver a cogitators worth of information. They are also always built as &#039;&#039;&#039;Swift&#039;&#039;&#039; Cherubs too for quick movement.&lt;br /&gt;
*&#039;&#039;&#039;Pariah&#039;&#039;&#039; - They can do it via cloning anyway due to blank souls not having troubles in cloned bodies, making Inquisitorial Agents and Culexus Assassins, so why not have an untouchable baby? Comes with a handy limiter to turn the field on and off.&lt;br /&gt;
*&#039;&#039;&#039;Sage&#039;&#039;&#039; - Carries archeotech relics that perform specific effects, because nothing says opulence like having feral flying midgets using your most fragile and expensive equipment for you.&lt;br /&gt;
*&#039;&#039;&#039;Seer&#039;&#039;&#039; - Blind cherubs that have somehow been [[Astropath|Soul-bound]] to the Emperor, which must make them hellishly expensive/rare if this is the case. Their purpose though is to channel psychic backwash from perils of the warp from psychic masters.&lt;br /&gt;
*&#039;&#039;&#039;Spy&#039;&#039;&#039; - Little [[Ninja]] servitors often cloaked in Chameleoline, they have augmented lungs that allow them to resist airborne toxins, a sophisticated on-board suite of short ranged cyber senses for detecting poisons and they also have implanted multi-keys and know how to pick locks.&lt;br /&gt;
&lt;br /&gt;
===Nephilim===&lt;br /&gt;
In quite possibly the most [[grimdark]] of grimdarkness, there is actually an upper category of Cherubim, referred to as &#039;&#039;&#039;Nephilim&#039;&#039;&#039; (which means [[Dark Angels|Fallen]]).&lt;br /&gt;
&lt;br /&gt;
While it is rumoured that rarely a tech-priest can create a master-crafted Cherub with a considerably higher intellect, the truth is that occasionally Cherubs are manufactured using [[grimdark|ACTUAL BABIES]] rather than vat grown ones &#039;&#039;(perhaps too grimdark for mainstream GW, hence the article was labeled as &amp;quot;unofficial&amp;quot; with heavy emphasis on the inverted commas)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The difference is that vat-grown servitors have no developed central nervous system, which essentially makes them living vegetables until they are given a directive to follow. In the case of human-servitors, they already have a developed CNS and therefore are able to be trusted with multiple complicated tasks and actually use their initiative to figure out what needs doing.&lt;br /&gt;
&lt;br /&gt;
Thankfully, it numbers the times that Nephilim have been made since they are regarded as extremely uncommon; only 22 times since M36 and each for personal reasons determined by the owner and not just for [[powergamer|creating a &amp;quot;better&amp;quot;]] Cherub.&lt;br /&gt;
*One Nephil, &amp;quot;L&amp;quot;, was a psyker of such power that it was impossible to transport her via Black Ship, so the Inquisition fixed her into an angelic lightning rod that served the inquisitor for 157 years until it was destroyed by a Daemonhost.&lt;br /&gt;
*Another case file was on Maya&#039;s World in 076.M41, where a certain Lord Torrington had his comatose son made into a Nephil rather than watch him die. Unfortunately, due to [[Administratum|Imperial inheritance law]], the Servitor [[Fail|was eventually named Duke]] and has been the head of the house ever since.&lt;br /&gt;
&lt;br /&gt;
{{Template:Inquisition}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
{{House Cawdor}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Banisher&amp;diff=79448</id>
		<title>Banisher</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Banisher&amp;diff=79448"/>
		<updated>2023-06-03T23:37:56Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:E46D:77BB:EEC1:5E6F: &lt;/p&gt;
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&lt;div&gt;[[File:BanisherArt.jpg|250px|right|thumb|Don&#039;t you wish your Grandpa was buff as me?]]&lt;br /&gt;
Banishers who are pious men of the [[Ecclesiarchy]] are a special type of [[Ministorum Priest]] that specializes in the banishment of [[Daemons]] through the Litany of Purity. Their skill in the field results in them often being used in the Retinues of [[Inquisitors]]. They are also buff as fuck, look at them muscles...definitely a wrinkly old ballsack that you do not want to fuck with.&lt;br /&gt;
&lt;br /&gt;
Not all Banishers are trained by the Ministorium however. On many Calixis Sector Feudal or Feral worlds, wise men steel themselves to study that which dwells in the dark, seeking wisdom to help them vanquish Warp-spawned entities. While these elders are not usually steeped in the tutelage of the Ecclesiarchy, they are no less devout to the Imperial Creed, and can be quite useful in rooting out long forgotten omens and ancient secrets in Imperial archives. Many Inquisitors have also been known to train Banishers to combat specific daemons.&lt;br /&gt;
==Overview==&lt;br /&gt;
Chosen at a young age from the most pious of children in the Calixian [[Schola Progenium]], their training takes a great deal of time and effort as they earn the faith necessary to fortify their souls against the information they might uncover during their studies of forbidden knowledge. As a result, many Banishers are relatively advanced in age by the time they become Acolytes in service to an Inquisitor. The intensity of their training often leaves a Banisher with scars and augmetic replacements.&lt;br /&gt;
&lt;br /&gt;
Banishers hold a delicate position in an Acolytes Cell. Experienced Acolytes revere them for their wisdom and temperance in the face of terrible secrets, and often owe their survival and success to the madness the Banisher has interpreted for them. Yet these same Acolytes know that no mind can understand the unknowable and walk away unscathed. Therefore Banishers are seen with a distant respect and watched closely for fear that they may suddenly snap under the weight of their dark knowledge. Though occasionally found within other Ordos, Banishers are usually under the employ and oversight of the [[Ordo Malleus]]. A Malleus Inquisitor may employ dozens, or hundreds of Banishers all working diligently to uncover the details of a Daemonic incursion into the Materium. Many Banishers work in groups, though not for the sake of efficiency. There have been cases of Banishers using their knowledge to gain personal power or to traffic with daemons. Thanks to their training, however, these instances have been few, and placing them in a larger group allows other Acolytes to keep an eye on them as needed.&lt;br /&gt;
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Banishers are equipped with the over-the-top [[Chain Weapon#Eviscerator|Eviscerators]] with attached [[Exterminator]], a good-ole fashioned [[Basic Close Combat Weapons#Hammer|Warhammmer]] and a [[Combi-Flamer]]/[[Imperial Boltgun|Bolter]].&lt;br /&gt;
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