Skip to content
Imperial Aquila
WARHAMMER
40,000 COMPENDIUM

Xenos

In the grim darkness of the far future, there is only war

The countless alien species that inhabit the galaxy, from the ancient Aeldari to the savage Orks, from the awakening Necrons to the all-consuming Tyranids. Each threatens humanity's survival in their own terrifying way.

The Alien Menace

A xenos warrior of unknown species — the galaxy harbors countless alien civilizations, each with their own weapons and technologies

Xenos is the Imperial term for any non-human species that exists across the galaxy. The Empire of Mankind views these alien races with suspicion, hatred, and fear, embodying the core tenet that humanity alone has the right to rule the stars. From the psychically-advanced Aeldari to the savage Orks, from the technologically ascendant T'au to the ancient Necrons, and the all-consuming Tyranids, each xenos race represents a fundamental threat to human dominance.

T'au Crisis Battlesuits advance through enemy fire — the youngest of the major xenos races, yet among the most technologically innovative

The diversity among xenos species is staggering, ranging from the psychically-gifted to the utterly soulless, from ancient star-spanning empires to primitive tribal societies. Some, like the Aeldari, once commanded galaxy-spanning civilizations that rose and fell before humanity even discovered fire. Others, like the Tyranids, arrived from beyond the galactic rim with apocalyptic hunger. Each race has evolved unique adaptations, technologies, and philosophies that make them formidable opponents in the eternal struggle for survival.
The major xenos powers represent existential threats to the Empire. The Aeldari Craftworlds preserve the remnants of a civilization that nearly destroyed itself through excess. The Orks multiply and spread like a green tide across the stars, growing stronger through conflict. The T'au expand with naive optimism, believing in their Greater Good. The Necrons awaken from aeons of slumber, reclaiming a galaxy they once ruled. The Tyranids consume all biomass in their path, adapting and evolving with terrifying speed.
Beyond these major powers, countless minor xenos species inhabit the galaxy. Many exist in isolated systems, unknown to the wider universe. Others survive in the cracks between empires, eking out existence on forgotten worlds or in the depths of space. The Empire has encountered and catalogued thousands of alien species, though many records have been lost to time, war, or deliberate purging. Some xenos races serve as mercenaries or trade partners, while others exist only as extinct entries in forbidden archives.
The Imperial doctrine toward xenos is uncompromising: extermination or subjugation. The Emperor of Mankind taught that humanity must stand alone, that alien influence corrupts, and that compromise with xenos leads only to extinction. This xenophobic philosophy has shaped ten thousand years of Imperial policy, creating an endless cycle of war and genocide. Yet pragmatism sometimes tempers ideology, as desperate Imperial commanders forge temporary alliances with xenos against common threats like Chaos or Tyranids, though such cooperation is always viewed as temporary necessity rather than true alliance.

An Aeldari Farseer channels psychic power as a Wraithlord looms behind — the ancient race wields immense power despite their dwindling numbers

The Aeldari, once known to humanity as Eldar, are an ancient and sophisticated race whose civilization dominated the galaxy millions of years before mankind first looked to the stars. These graceful, psychically-gifted beings created an empire of unparalleled beauty and technological achievement, mastering arts and sciences that humanity can barely comprehend even today. At the height of their power, the Aeldari were undisputed masters of the galaxy, their technology so advanced it seemed indistinguishable from magic, their psychic abilities allowing them to shape reality itself. Yet their fall from grace was as catastrophic as their empire was magnificent—the birth of Slaanesh, youngest of the Chaos Gods, destroyed their civilization in a single apocalyptic moment known as the Fall, consuming trillions of souls in an instant and leaving the Aeldari a dying race scattered across the galaxy.

A Wraithknight strides to war alongside Eldar guardians — the dead fight alongside the living in the Craftworld's desperate wars

Today, the Aeldari survive in several distinct factions, each adapting differently to their species' near-extinction and the constant threat of Slaanesh claiming their souls. The Craftworld Aeldari fled the cataclysm aboard massive worldships called Craftworlds, self-contained ecosystems housing millions of survivors who follow strict Paths to suppress their dangerous emotions while maintaining their ancient arts and traditions. The Drukhari, also called Dark Eldar, retreated into the extradimensional city of Commorragh, a realm outside normal space-time where they sustain themselves through torture and suffering, feeding on the pain of others to keep Slaanesh at bay while embracing the very depravity that doomed their ancestors.
The Harlequins serve as messengers, performers, and warriors across all Aeldari factions, following Cegorach the Laughing God in an eternal dance between comedy and tragedy. These enigmatic warriors move freely between all Aeldari societies, sharing news, performing ancient stories, and fighting when necessary with acrobatic grace and devastating effectiveness. The Ynnari represent a new and controversial faction that has emerged in recent times, following Ynnead, the God of the Dead, in hopes of achieving rebirth for their entire species by gathering the Croneswords and awakening their deity to battle Slaanesh itself.
The Exodites rejected their ancestors' decadence long before the Fall, fleeing to remote frontier worlds where they established simple agrarian lives in harmony with nature. These Aeldari bond with great dragons and maintain a lifestyle closer to their ancient past, eschewing much of the technology and sophistication of their kin in favor of spiritual purity and connection to the natural world. Each Aeldari faction maintains sophisticated technology far beyond human understanding, from webway gates that allow instantaneous travel across the galaxy to weapons that manipulate reality itself, shuriken catapults that fire monomolecular discs, and wraithbone constructs animated by the souls of the dead.
Despite their diminished numbers and fractured civilization, the Aeldari remain a significant force in the galaxy through superior technology, unmatched psychic mastery, and millennia of accumulated wisdom and cunning. Their Farseers can peer into possible futures, guiding their people away from extinction through careful manipulation of fate's threads and intricate plans that unfold over centuries. Yet this very foresight reveals the grim truth that haunts every Aeldari—their species stands on the brink of final extinction, every soul precious beyond measure, and every death brings them one step closer to oblivion. In their desperation to survive, some Aeldari have even formed temporary alliances with the Empire against common threats like the Necrons or Tyranids, though both sides view such cooperation with deep suspicion, distrust, and the knowledge that when the immediate danger passes, ancient enmities will inevitably resurface.

A Necron Overlord commands ancient technologies beyond mortal comprehension — their awakening threatens to reclaim the galaxy for the dynasties

The Necrons are ancient machines of living metal, the remnants of a once-organic civilization that ruled the galaxy sixty million years ago during a time when humanity's ancestors had not yet crawled from the primordial seas. Originally known as the Necrontyr, this species was cursed with short, pain-filled lives under the radiation of their dying star, driving them to desperate measures to escape their biological frailty. In their envy and desperation, they struck a terrible bargain with god-like energy beings called the C'tan, trading their mortal flesh for immortal metal bodies in a process called biotransference. What seemed like salvation became damnation—the Necrons gained eternal life but lost their souls, becoming emotionless automatons serving the C'tan as instruments of galactic conquest and genocide against all organic life.
After eons of war against the Old Ones and their created races including the ancient Aeldari, the Necrons eventually turned against their C'tan masters in a galaxy-spanning revolt. They shattered these star gods into countless fragments and imprisoned them within specialized tesseract labyrinths, finally achieving freedom but at a terrible cost. Exhausted from millions of years of warfare, their numbers greatly diminished, and with the galaxy dominated by organic life, the Necrons retreated to tomb worlds scattered across the stars. There they entered a sleep of millions of years called the Great Sleep, waiting for the younger races to destroy themselves through war and entropy, planning to emerge when the galaxy was ripe for conquest once more.

A Necron Cryptek manipulates arcane energies — masters of technologies that make Imperial science seem primitive

Now, in the 41st millennium, these tomb worlds are awakening in ever-greater numbers, triggered by seismic activity, explorers disturbing ancient sites, or simply pre-programmed chronometers reaching their appointed hour. The Necrons emerge from their ancient stasis to reclaim the galaxy they once ruled as absolute masters, viewing all other species as upstart trespassers in their ancient domain. Not all awakenings proceed smoothly—some tomb worlds have suffered catastrophic failures during the long sleep, their inhabitants awakening mad, damaged, or not at all. Others rise with purpose and terrible clarity, immediately beginning campaigns to exterminate organic life and reclaim their former territories from the civilizations that now occupy them.
The Necrons dynasties maintain complex hierarchies and rivalries that mirror their ancient civilization, with each dynasty ruled by an Overlord or Phaeron who commands vast legions of warriors through sophisticated command protocols and engram imprinting. Some Necrons lords retain fragments of their original personalities, memories, and ambitions, pursuing complex political intrigues, territorial disputes with rival dynasties, and grand strategies for galactic conquest that span centuries. Others have suffered from the ravages of time and flawed stasis technology, their minds degraded into little more than automated killing machines driven by basic imperatives to destroy and conquer. All Necrons share an implacable determination to restore their empire to its former glory and the disturbing ability to self-repair from catastrophic damage and phase out of reality when critically damaged, making them nearly impossible to permanently destroy.
The technology of the Necrons represents the absolute pinnacle of material science, far exceeding even the legendary achievements of humanity's Dark Age of Technology. Their gauss weapons strip matter atom by atom, reducing targets to constituent particles regardless of armor or protection. Their living metal bodies regenerate from catastrophic damage through advanced nanotechnology, reforming even from near-total destruction. Their dimensional technology allows them to phase through solid matter, teleport across vast interstellar distances, and manipulate the fabric of reality itself. The Necrons command massive constructs and war machines of terrifying power, from towering Monoliths that serve as mobile fortresses and teleportation hubs, to world-ending weapons like the Aeonic Orb that can extinguish stars or the Celestial Orrery that maps every star in the galaxy.
As more tomb worlds continue awakening and more dynasties rise to reclaim their ancient glory, the Necrons represent an existential threat not just to the Empire but to all organic life in the galaxy. Unlike other alien races, the Necrons do not simply seek conquest or resources—they seek the restoration of their rightful dominion and the final triumph over the organic beings they view as upstart vermin infesting their galaxy. Their patience is measured in millions of years, their resources seem inexhaustible as more tomb worlds awaken, and their technology makes them nearly invincible in battle. The Silent King himself, last ruler of the unified Necrons empire, has returned from his self-imposed exile beyond the galaxy, warning of even greater threats approaching and beginning to unite the fractious dynasties once more. Should the Necrons ever truly unify under a single purpose as they did in ancient times, no force in the galaxy could stand against their inevitable advance.

An Ork Warboss armed to the teeth — the greenskins live for nothing but war, and their Warbosses are the biggest and meanest of them all

The Orks are a savage green-skinned race of warriors who live for nothing but war and violence. Created by the ancient Old Ones as a biological weapon during their war against the Necrons and their C'tan masters, the Orks were designed as the perfect soldiers: aggressive, rapidly reproducing, and utterly fearless. Unlike other races that must nurture and educate their young, Orks are born from fungal spores with instinctive knowledge of warfare and technology already encoded in their genes. This fungal nature makes them nearly impossible to eradicate, as even a single spore can eventually give rise to an entire Waaagh!, the orkish term for a massive military migration.
The Orks possess a unique psychic field that affects reality itself through their collective belief, making red things go faster simply because they believe they should, and allowing their ramshackle technology to function despite violating every known law of physics. This "Waaagh! energy" grows stronger as more Orks gather together, creating a gestalt psychic field that can be felt across entire star systems. The largest Waaaghs! led by mighty Warbosses have toppled entire civilizations, their green tides sweeping across worlds and leaving only devastation in their wake. The Empire has fought countless wars against orkish incursions, yet the greenskins always return, drawn to conflict like moths to flame.

The savage visage of an Ork Warboss — brutal, cunning, and utterly devoted to the thrill of combat

Orkish society is brutally simple: the biggest and strongest ork leads, and any who disagree can challenge for leadership through violence. This meritocracy of might creates a constant churn of leadership, with Warbosses rising and falling based on their ability to win fights and lead successful raids. Different klans of Orks favor different tactics and methods of warfare, from the speed-obsessed Evil Sunz to the mechanically-inclined Deff Skulls, but all share the fundamental orkish love of combat. Mekboyz create increasingly bizarre weapons and vehicles, Painboyz experiment on their fellow greenskins to create bigger and deadlier warriors, and Weirdboyz channel the Waaagh! energy into devastating psychic attacks.
The technology of the Orks appears ramshackle and cobbled together from scrap, yet it functions with surprising effectiveness thanks to their psychic gestalt field. Ork vehicles belch smoke and seem ready to fall apart, but charge into battle with terrifying speed and resilience. Their weapons, from the iconic shoota to the massive guns mounted on Gargants, work because the Orks believe they should, a fact that baffles and frustrates Imperial tech-priests. This instinctive understanding of mechanics, combined with their natural toughness and ability to regenerate from grievous wounds, makes individual Orks formidable opponents even before factoring in their overwhelming numbers.
The Orks experience joy only through violence and combat, their society revolving entirely around the pursuit of bigger and better fights. They feel no fear of death, seeing it as simply another part of the endless cycle of war. Young Orks, called Boyz, dream of growing large enough to become Nobz, who in turn aspire to become Warbosses commanding entire Waaaghs! The legendary Beast, an ork of unprecedented size and cunning, nearly destroyed the Empire in M32, demonstrating that Orks can be far more dangerous when organized and led by truly exceptional leaders. Ghazghkull Mag Uruk Thraka, the current Prophet of the Waaagh!, may be on the path to matching or surpassing the Beast's power.
Despite the Empire's best efforts, the Orks represent a perpetual threat that can never be fully eliminated. Every battlefield where Orks have fought becomes contaminated with their spores, seeding future generations of greenskins who will rise to continue the eternal war. They adapt to any environment, thrive on any world, and grow stronger through conflict itself. The Orks are perhaps the most successful species in the galaxy by their own metrics, for they have created an existence where they are surrounded by endless war, the only thing that brings them true happiness. In the grim darkness of the 41st millennium, the green tide of the Orks will likely outlast every other race, still fighting long after more "civilized" species have fallen.

A T'au Fire Warrior stands ready — the youngest major species fights not with brute force but with superior technology and the Greater Good

The T'au are a young and dynamic species whose rapid technological advancement and idealistic philosophy of the Greater Good stands in stark contrast to the stagnation and cynicism of the Empire. Rising from primitive hunter-gatherers to a spacefaring civilization in mere millennia, the T'au have expanded their empire through a combination of superior technology, diplomatic incorporation of client species, and when necessary, overwhelming military force. Their caste-based society divides all T'au into rigid roles: the Fire caste for warfare, the Earth caste for production and engineering, the Water caste for diplomacy and commerce, the Air caste for space travel, and the mysterious Ethereals who rule over all with unquestioned authority.

T'au Fire Warriors advance in disciplined formation — their pulse weapons outrange most Imperial infantry arms

The Greater Good, the T'au's central philosophy, promises a harmonious multi-species society where all work together for the collective benefit. To the T'au, this represents the pinnacle of civilization, a rational alternative to the superstition and brutality that dominates the wider galaxy. They welcome alien species into their empire as auxiliaries, offering protection, technology, and purpose in exchange for service. Yet this idealism masks a darker reality: T'au society allows little room for individual choice, dissenters are "re-educated," and non-T'au species, while valued, always serve subordinate roles. The Ethereals' control over their people appears absolute, though whether this stems from pheromone manipulation, psychic influence, or simply effective governance remains debated.
Technologically, the T'au excel in ranged warfare and advanced battlesuits that allow their Fire Warriors to engage enemies at devastating distances. Their plasma weapons, railguns, and sophisticated targeting systems outmatch most Imperial equivalents, compensating for the T'au's relative physical weakness in close combat. Crisis battlesuits turn individual warriors into one-person armies, while the massive Riptide and Stormsurge suits bring overwhelming firepower to the battlefield. The T'au doctrine of Mont'ka (the Killing Blow) and Kauyon (the Patient Hunter) demonstrates their sophisticated approach to warfare, preferring carefully planned operations over the brutal frontal assaults common to the Empire.
Yet the T'au empire faces challenges that their optimism cannot overcome. Their expansion brings them into conflict with the Empire, Orks, Tyranids, and countless other threats. The T'au have minimal psychic presence, leaving them vulnerable to the predations of Chaos while simultaneously protecting them from its worst corruptions. Their lack of Warp capability forced them to develop alternative FTL technology, limiting their expansion speed compared to races that can navigate the Immaterium. Recent encounters with the forces of Chaos have shaken T'au confidence, revealing threats that cannot be reasoned with or defeated through superior firepower alone.
Despite these challenges, the T'au continue their expansion with characteristic optimism and adaptability. They incorporate lessons from each conflict, developing new technologies and tactics to counter threats previously unknown to them. Their alliance with auxiliary species like the Kroot, Vespid, and even some human populations demonstrates both the appeal of the Greater Good and the T'au's pragmatic willingness to utilize any resource in pursuit of their vision. For the Empire, the T'au represent not just a military threat but an ideological one—a dangerous alternative that threatens to undermine ten thousand years of Imperial doctrine with promises of progress, equality, and a future free from the Emperor of Mankind's eternal rule.

A Hive Tyrant descends upon its prey — the synapse creature directs the endless swarm with the cold intelligence of the Hive Mind

The Tyranids represent perhaps the most apocalyptic threat the galaxy has ever faced—an extragalactic horror whose hunger knows no bounds and whose numbers seem limitless. These creatures are not a civilization or empire in any conventional sense, but rather a single vast organism comprised of trillions of individual bioforms all directed by a collective Hive Mind of terrifying intelligence. The Tyranids arrive from beyond the galactic rim in massive living ships called Hive Fleets, drawn inexorably toward the Astronomican's psychic beacon like moths to a flame. Each Hive Fleet operates with singular purpose: the complete consumption of all organic matter, stripping worlds down to barren rock before moving on to the next target in an endless cycle of predation.

A Tyranid bio-warrior — every organism is purpose-bred by the Hive Mind, a living weapon in the Great Devourer's endless hunger

When a Tyranid Hive Fleet approaches a world, it deploys vanguard organisms months or years before the main invasion, seeding the target with Genestealers that infiltrate populations and establish cults. The Hive Mind studies its prey through these advance forces, gathering intelligence and adapting its bioforms to counter specific threats. As the fleet draws closer, it creates a psychic phenomenon known as the Shadow in the Warp, a suffocating presence that blocks astropathic communication and drives psykers mad with existential dread. This shadow isolates the target world, ensuring no reinforcements can arrive before the invasion begins in earnest.
The Tyranids invasion unfolds in methodical waves of increasingly specialized organisms. Spore mines rain from orbit to soften defenses, followed by swarms of Termagants and Hormagaunts that overwhelm positions through sheer numbers. Behind them come warrior organisms, Tyranid Warriors and Carnifexes that serve as battlefield commanders and heavy assault units. Massive bio-titans like Hierophants and Harridan flyers dominate the battlefield with apocalyptic firepower. All these creatures are coordinated by synapse organisms that project the Hive Mind's will, creating a unified fighting force of terrifying efficiency. When the prey is finally consumed, the Tyranids harvest all biomass, feeding it to digestion pools where it is broken down and reconstituted into new organisms, ensuring the Hive Fleet grows stronger with each world it devours.
The most terrifying aspect of the Tyranids is their ability to evolve and adapt in response to threats. Every encounter teaches the Hive Mind about its enemies, and subsequent invasions feature bioforms specifically engineered to counter previously successful defensive strategies. Weapons that proved effective against one Hive Fleet may be useless against the next, as the Tyranids incorporate genetic material from consumed species and develop natural countermeasures. This adaptive evolution makes the Tyranids a threat that grows more dangerous with each engagement, learning from every battle and becoming increasingly difficult to defeat through conventional means.
Unlike other Xenos races, the Tyranids cannot be negotiated with, reasoned with, or deterred. They possess no culture, no politics, no ambitions beyond the acquisition of biomass. Every Tyranid organism exists only as a tool of the Hive Mind, utterly expendable and instantly replaceable in pursuit of consumption. The Empire, Orks, Aeldari, T'au, Necrons, and even the forces of Chaos all recognize the Tyranids as an existential threat to all life in the galaxy, a hunger so vast it could eventually consume everything that lives. Most chilling of all, the dozens of Hive Fleets already ravaging the galaxy may represent merely the vanguard tendrils of an incomprehensibly vast swarm still approaching from the intergalactic void, drawn by the Astronomican's light toward the densely populated regions of Imperial space where countless worlds await consumption.