Fan-made Factions for 40k
Hello there. I don't know if this is allowed here, but I've made some fan-made factions for 40k and I'd like to share them to you. Also I'm not sure what tag to use so I just used Hobby, and if I'm wrong for tagging it please correct me.
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IMPERIUM
The Cultis Carnis - The Imperium has only one, official, state religion, that being the Imperial Cult. However, the Imperial Cult is "flexible" enough that different sects of it are allowed to exist, so long as they all follow a few, core beliefs like worshipping the God-Emperor or believing in the supremacy of humanity. This "flexibility" resulted in the creation of various sects and orders that ranges from "not that different" to "very radical". The Cultis Carnis is one such Imperial religion that belongs in the latter category. Emerging somewhere between the 36th to 37th Millenium, the Cultis Carnis is seemingly normal as far as Imperial religions go. The major difference however is their belief in the perfection of the human form. You see, many Imperial religions believe that the human form is perfect, and the Cultis Carnis are no exception. However, they also believe that the human form can be perfected even further through the use of augmentations. They believe that by simply augmenting your own body, you are become a better version of yourself. To this end, members of the Cultis Carnis augment themselves to become "better". However, as their name suggests, the Cultis Carnis only make biological and "scientifical" augmentation, as they hate both "magical" and mechanical augmentations. Thanks to these beliefs, the Cultis Carnis have been persecuted more than many other Imperial religions, for their beliefs are seen as potential foundations of Chaos cults. Their goals to be the number one religion of the Imperium certainly doesn't help their case. Regardless, however, as long as the Cultis Carnis worship the Emperor and are in the Imperium's side, they can believe what ever they want. In battle, the members of the Cultis Carnis use various augmentations to help their cause. Some are small upgrades like enhanced strength or speed, while other are major like enhanced muscle mass or bone blades hidden underneath the skin. They also use various glands that gives them various advantages in battle.
The Sapiens - In the past, a group of ancient Terran humans decided to conduct an experiment where they transfer 500 colonies of Pan Troglodytes, a.k.a. Chimpanzees, from Terra and on to another planet. Contact with them was lost, however, and no one would know what happened to them until millenniums later. When the God-Empeor was enacting his Great Crusade, he found one particular planet. On the planet, he found an advanced civilization of ape-like xenos. Further investigations confirmed his suspicions: they were not xenos in a sense, but are the descendants of the apes that was lost all those years ago. Apparently, their ship crash landed on the planet where they are now and the surviving chimpanzees evolved to become smarter and more "human-like", eventually evolving into what they call themseleves as the Sapiens. They have also developed a religion that worships Humanity. Not wanting to let an opportunity go to waste, the Emperor decided to use the Sapien's religion to make them a part of his Imperium. He gave them the freedom of having their own government and a sizeable territory. In exchange, he made the Sapiens promise to forever fight and serve for the Imperium's cause and wellbeing. The Sapiens, fully seeing humanity as gods, followed his commands, and joined the Great Crusade. And years later, even after the Imperium became what it is today, the Sapiens and the Imperium have a surprisingly good relationship, mainly because the Sapiens worship of humanity adheres to the Imperium's human supremacist belief. However, recent events shook the Sapien's faith to the Imperium. Though the majority of Sapiens are still loyal to them, many began to rebel against their "gods". In battle, the Sapiens heavily use volkite-like weaponry, shooting burning rays towards their enemies. Sapiens also wear a special suit that is flexible, stretchable and strong enough to render most blows and attacks harmless to the wearer.
The Aenexártitos Stars - During the Great Crusade, the Emperor's goals were to unite humanity under his banner, whether they like it or not. And not like it, many did. Many of the human colonies, having grown an attachment to their independence during the Age of Strife, rejected the Emperor's rule, and fought against him. All of them failed... except for one. During the Age of Strife, a group of planets, mercenaries, and militias banded together and formed the Aenexártitos Stars, or the Anexártitos for short. This alliance of warriors, soldiers and survivors managed to create a democratic government that helped them survive the Age of Strife. But, although they share similar human supremacist and xenophobic beliefs, they declined to join the Imperium. The Imperium thought it would be an easy victory. 50 years later, the losses were very severe on both sides, and the Emperor, fearing that the Imperium would win but become too weak to continue existing, called for a truce. In the end, the Aenexártitos remained independent, but were permanently allied to the Imperium and the treaty was signed by the Aenexártitos leaders and by the Emperor himself. However, the Emperor secretly planned to conquer them after the Great Crusade. But then the Horus Heresy happened and the Emperor forgot to deal with them, so the Aenexártitos continued being independent. It probably helped that the Imperium is too afraid to annex them since the treaty was signed by their god. Despite this, the two sides would still regularly fight one another via "rogue" factions from both sides acting "without orders". Everyone knows that these rogue factions aren't really rogue, but everyone pretends to believe it to keep the peace on both sides. In battle, the Aenexártitos are backed by technology that is slightly more advanced than that of the Imperium's, as they actually try to advance their technology. Their greatest pride being their powerful cloaking devices that helps them ambush their enemies.
The Cohortus Latronus - The law will always be ignored and broken, and that is no less truer in the Imperium. Despite the harsh laws and even harsher punishments, many people are still willing to break the laws of the Impeirum just so they can have a better life. Some of these law-breakers have even banded together to form gangs in order to keep themselves safe from the law. Some of these gangs have become big enough to influence the Imperium, and among these so called Infra-Pontetia or Under-Powers, the most infamous is the Cohortus Latronus. The Cohortus Latronus, or in Low Gothic, the Company of Bandits, is a criminal organisation that is believed to be responsible for 55% of all criminal activity in the Imperium, commanded by the musterious Infra-Emperor. They were formed sometime during the 35th Millenium, though their is evidence that they existed before that. Their trade includes murder, robbery, tampering of evidence, ribery, and so much more. The only reason they have not been destroyed by the Imperial Arbites is because their influence reaches the higher powers of the Imperium, with some rumors even claim that many members of the government are in their pockets, including Space Marines, Inquisitors, and even a High Lord of Terra. The Cohortus Latronus also have a reputation of being "for the people", as they deliberately give away money to charity and donations to have the general public on their side. This often results in the masses believing that the Latronus are better than the Imperial Government, even though they are not really much better. Despite their law-breaking, however, the Latronus are still on the side of the Imperium, as they will help Imperial Armies fight against outside forces. In battle, the Cohortus Latronus make use of a private, well-trained militia alongside gangs of criminals for support. Thanks to being criminals, they also have access to illegally made and obtained weapons and vehicles that gives them an edge in battle.
CHAOS
The Hirudo Societas - The Imperium is infamous for worshipping the "baseline" human form and hates any human whose body devoids from it, with a few exceptions like Space Marines and Abhumans. Abhumans, in particular, are largely seen as lesser than humans, for unlike Space Marines, they were deemed as unfit to the Emperor's vision, tolerated mostly because of their uses. However, not all Abhumans are allied to the Imperium, falling to Chaos instead. And among these Abhumans, one strain has dedicated themselves to Chaos. The Hirudo are Abhumans who have evolved to have superhuman strength and durability, as well as sharper nails and teeth, a literal thirst for blood, and a high immunity to Chaos mutation. They also had the power to mind control anyone if they had bitten them, and under correct circumstances, turn a normal human into a "lesser" Hirudo. Using these powers, the Hirudo were able to create what is known as the Hirudo Societas, a coalition of multiple Hirudo-ruled planets. However, this all ended when the Emperor began the Great Crusade. The Hirudo refused to bow down to the Emperor, unwilling to give up their own power, and fought back. Unfortunately for them, they lost. Instead of giving up, however, the surviving Hirudo went into hiding, making plans to one day take back their power. While hiding, the Hirudo found the existence of Chaos. Influenced by their desire for power and revenge against the Imperium, many of the Hirudo began to worship Chaos, and by the beginning of the Horus Heresy, most if not all of the Hirudo were Chaos worshippers. Now in the present, the Hirudo Societas are back from the dead and fully aligned to Chaos. In battle, the Hirudo Societas mainly use the Lesser Hirudos for their armies, as Lesser Hirudo are still stronger than baseline humans, being able to rip apart flesh with their bare hands. The Hirudo Societas also have access to powerful archeotech that they took with them when they went into hiding.
The Wretched - The forces of Chaos are often thought to be made up of humans and daemons, but Chaos-aligned xenos do exist, although there are only a few of them. These xenos are often ignored by many Chaos followers, mainly by Imperial traitors who still value the xenophobic teachings of their former empire. However, some are valuable and strong enough thatnothers seek their aid. One such Chaos xeno are the race only known as the Wretched. The Wretched are a race of worm-like humanoids, resembling a long, human-sized worm with humanoid arms and legs. They also have three eyes, a circular mouth and teeth, and a longue, frog-like tongue. Befitting their self-given name, the Wretched are one of the most vile xenos in the Galaxy. They are pirates who attack any settlement they could find, taking loot, weapons, and most importantly for them, prisoners. They use these prisoners as slaves and cattle, killing them, torturing them, defiling them, and even selling them to the highest bidder. However, unlike other xeno pirates who have some form of excuse, like the Orks who are hard-wired to seek conflict, or the Drukhari who feeds of the pain of others to keep Slaanesh at bay, the Wretched have no such excuse other than greed and because they can. Indeed, their vile deeds are done simply because the Wretched wants, and nothing more. Their vileness is only amplified by their worship of Chaos, for they willingly mutate themselves, sacrifice slaves, and spread further the agendas of the Dark Gods for power. They are so vile that the only reason anyone allies with them is because, thanks to their greed, the Wretched have nigh-insurmountable wealth, wealth that can fund many wars and armies. In battle, the Wretched use scavenged technology made from other races mixed with their own, resulting in effective yet dangerous weapons and vehicles. They also rig their armor to let out poisonous gasses upon their death. These poisonous gasses puts their victims in terrible agony before dying.
The Para-Hounds - To live in the 42nd Millenium, is to live in fear. Fear in what may attack your home tomorrow. Fear in what your superior may order you to do. Fear of dying in a world where death may not even be a good thing. And if you are afraid enough, paranoid enough, hysterical enough, then you might attract packs of Para-Hounds. Paranoia Hounds, or Para-Hounds, are Chaos-aligned, Warp-based, canine-like creatures. They vary in shape and size, and have different forms for different tasks. They are an intelligent and sapient race, with each Para-Hound pack having their own agendas and goals in mind. Some service the Dark Gods, others fight for their own power, but all are dangerous. Fortunately for many people, Para-Hounds cannot manifest in the material world on their own, nor can they exit the Warp through portals or rifts. The only way they can manifest is if they find someone who is afraid and paranoid enough that a single Para-Hound can enter their mind, and then exit towards the material world. This Para-Hound would then do its best to spread fear and paranoia to the nearest populace in the hopes of manifesting even more of its packmates. If the Para-Hounds are successful, the whole pack, which can number from a few hundred thousands to a hundred millions, would be in the material world, free to do their schemes and machinations. Sometimes, they simply manifest to eat, mainly feeding on the fear and, when manifesting in the material world, the flesh of their victims. Other times, they manifest in order to help allied Chaos forces in a war. However, if a Para-Hound pack is hungry enough, then they will not hesitate to attack other Chaos forces, especially their own kind. In battle, the Para-Hounds coordinate with one another to tear their enemies to shreds with their sharp teeth and claws. They have a variety of powers in their disposal, like being the ability to inflict terrible hallucinations to anyone that hears their howls.
The Heretica Veneficas - The Mortal followers of Chaos are often seen as weaker than the tactical Heretic Astartes or for the monstrous Chaos Daemons, as well as other, much "stronger" Chaos forces, leading to the Mortals being often identified as "irrelevant". However, sometimes, some Mortal forces become so infamous that they earn as much respect and fear as other "stronger" Chaos followers. One such Mortal Chaos force is the Heretica Venefica, or as they are known in Low Gothic, Witches of Heresy. The Heretica Veneficas is an all-woman faction, often treated as the Chaos counterpart for the Imperium's Adepta Sororitas, though other than being an all-women faction, the two are not alike. For exanple, while the Sororita are all female because they're a loophole against the law of the Ecclesiarchy having their own army, the Veneficas are all female because of tradition. Also, while the Sororitas are fully warriors that number in the millions or billions, the Veneficas are only witches or psykers that only number in a few hundred thousands. However, the Veneficas are also far older, being speculated to have been active as early as the Age of Strife. How they survived for so long is unknown, but however they did it, the Veneficas has benefited from it, as their ancient nature have given them great power and even greater knowledge. And while they are small in numbers compared to most other factions, they make up for this with their Venefi Servants. The Venefi Servants are a "race" of pitch-black, feminine-presenting, daemon-like entities that the Veneficas are able to create. How exactly they make them is a secret that the Veneficas deeply protect, as monopoly over the technique is one of their greatest advantages. In battle, the Heretica Veneficas use their Servants as fodder while they brew and cast powerful psychic powers. They are also empowered by what is known as the Witch's Mark, a psychic mark that greatly increases certain characteristics of those who bear it.
XENOS
The Fang-Aror - Most of the major races in the Galaxy uses advanced weapons like guns, bombs, and space ships. However, one race prefers to stick with traidition. The Fang-Aror are a race of 8-foot tall, tiger-like humanoid xenos, native to the planet Nighttooth. The Fang-Aror are a warrior race and are strong enough to go toe to toe with space marines, but their technology is really primitive and shun advanced technology, living in wooden houses, using bows, swords, and spears, and their most advanced weapons are catapults and ballistas. Despite this, however, the Fang-Aror have managed to spread outside of their home planet without ships, and are able to fight civilizations thousands of years more advanced than them. This is thanks to the Melandor, a species of 400 feet tall, sentient psychic trees native to Nighttooth, but can grow on virtually any solid surface, and are so psychically powerful they can stop planetary bombardment. The Fang-Aror and Melandors have a symbiotic relationship, where the Fang-Aror protect and spread Melandoran forests, and in exchange, the Melandors help them in battle and let the Fang-Aror pass through a sub-realm in the Warp known as the Otherside. This sub-realm was created by the gestalt psychic power of all Melandors, and helped spread the trees to other planets. The only way to acces it is to enter a Melandoran forest. With the help of the Otherside, the Fang-Aror were able to travel from planet to planet without the need for ships. It is because of this reliance to nature as to why they continue to shun advanced technology, though newer generations are trying to make slight advancements like creating crossbows. In battle, the Fang-Aror primarily use guerrilla tactics to compensate for the use of primitive weapons, though they are helped by their strength, beasts of war, and the Melandorans. They also have extremely good senses that gives them an advantage over others.
The N.U.L. - As the existence of the Tyranids proves, sometimes, not all terrors can come from inside the Galaxy. And as the inhabitants of the Milky Way are seemingly getting accustomed with these relatively new hungry invaders, an even newer foe introduces itself. The Nemeses of Universal Life, or N.U.L. for short, is a highly advanced "race" of A.I.s that have their origins traced from outside of the Milky Way Galaxy. They are a recent newcomer to the Galaxy, showing simewhere between the 41st and 42nd millennium. The first contact between the N.U.L. and the ither races of the Galaxy started with the N.U.L. broadcasting their intentions to everyone, which is why many know what they are, what their intentions are, and why they are bad for everything that exists. As their name suggests, the N.U.L. seek to end all life in the universe. Why do they want to do this is, you may ask? Well according to the N.U.L., all life, from the tiniest of microbes to the biggests of animals, is disgusting and unworthy of existence. They believe that life was a mistake created by dimlit stars, and that they are doing everyone that exists a favor by killing them before they further more endure the pain of living. They also justify themseleves as the will of the Universe, claiming that the Universe wants nothing but to die, and is thus doing something that is natural. All of this is broadcasted by the N.U.L. to everything they meet, be they Human, Aeldar, Ork, or even Necron, before massacaring them to the last man, never taking a single prisoner. This insane goal has made the N.U.L. into one of the most dangerous, existential threat to everyone that exist, their danger equal to that of the Tyranids. In battle, the N.U.L. make use of machines of various shapes and sizes. They mainly use highly advance plasma and autogun weapons, but their most dangerous weapons are the so called N.U.L. Guns, which can fire bolts of black plasma that makes the cells of any organic being that was hit to enter apoptosis.
The Greylings - The Galaxy is full of xenos of all shapes and sizes. Some are small, some are tall, some have more than three eyes, some have no form of sight at all. And some of them try their best to carve their own place in the great game of the Galaxy. Amongst all these xenos, one of the most mysterious and enigmatic of them are the Greylings. The Greylings are a race of thin, 10-foot tall, grey-skinned xenos. They have no hair anywhere on their body, and have three eyes, with the third located on where their forehead would be. They are alien even among aliens. Almost nothing is known about the Greylings. No one knows their language, their culture, or even what their planets look like. In truth, there are possibly only four things known about them aside from their looks: The first thing is that, thanks to many ancient records, many know they predate Humanity but came after the Aeldar. The second thing is that they are extremely physically strong despite their frail build, and this strength is further enhanced by their highly advanced technology that could rival that of the Necrons'. The third thing is that they can communicate to other races using telepathy, never speaking their own language in front of other races. The fourth and final thing is that the Greylings have a culture built around knowledge. They seek all forms of knowledge, from the history of a specific planet, to the favoured tactics of other races. They even kidnap many humans and xenos alike as test subjects, and will go to war just to see how study their enemies. In addition, their culture also encourages their own to repeat the same experiments years or decades later, meaning that the Greylings will always be in conflict like the rest of the Galaxy. In war, the Greylings fight in small units, often made up of 4-6 individuals. They favor fighting in melee, though they do have access to vehicles, as well as highly advanced plasma and tractor weapons, the latter of which they use to kidnap new test subjects in and out of war.
The Orespawn - As many things in the Galaxy can prove, beauty is not often synonymous with "good". Often, the most beautiful of surfaces have the most rotten of cores beneath. One of the most well known examples of this are the Orespawn. The Orespawn are a silicon-based race, having bodies made out of a crystal-like material. They are also a hive mind, similar to the Tyranids, having different body types based on what an Orespawn's role is. However, while the Tyranids are little better than actual animals, the Orespawn are more closer to an actual civilization, creating buildings and forming large groups called "Clusters". And while the Hive Mind of the Tyranids act based on its hunger, the Orespawn's hive mind, which calls itself as the Oreganic Conscious, act based on its own goals and ideals. But having its own ideals and goals, however, does not mean that it is better than the Hive Mind. For you see, the Oreganic Conscious believes in two truths; the first is that the Universe is full of, and can only be full of, beautiful things. The second is that any sapient living thing that isn't an Orespawn is ugly. Combining this two beliefs results in a being that wants every living creature in the universe to only be an Orespawn. To achieve its goal, the Oreganic Conscious assimilate others to be "beautiful". Indeed, the Orespawn can "infect" other species to forcefully make them into another Orespawn, and thus making them "beautiful". This fixation in beauty doesn't even make Orespawns safe, for if the Oreganic Conscious decides that an Orespawn Cluster is too "ugly", it will sic another cluster to fight and destroy the ugly Cluster. However, if the ugly Cluster wins the fight, the Oreganic Conscious would let it live for a few years before "testing" it again until it finally loses. In battle, the Orespawns uses their hard crystalline bodies to survive deadly attacks, while also giving them great strength in melee. Each Orespawn cam also illuminate themselves so bright that it can blind their enemies.
The Uniters - In the 38th Millenium, an Explorator Fleet found an ice death-world, located near the northern edge if the Galaxy and named ot Ymmir. Other than ice, snow and rocks, the fleet found one thing: a tiny, insect-like organism frozen in ice. After taking it back to the flagship for documentation and thawing it out, the Tech-priests where stunned when it began to move as if it wasn't just frozen dead earlier. And unknowingly, the Tech-priests have freed a great terror, for it was no ordinary insect. It was a Uniter Parasite, or simply, a Uniter. Uniters are an ancient species of eusocial xeno who have existed before humanity, and so named for their ability to make virtually any living thing into their hosts. They can also survive on any environment, and, once they have a host, can take complete control of their host's body in seconds. Through this, the parasite also gains the knowledge of their hosts, making them able to do things they normally would not know how to do. With these characteristics and a fairly young Galaxy, the Uniters ravaged half of the north-western parts of the Galaxy during the ancient past. However, before they could spread further, the Eldar Empire intervened and tried to render them extinct in what is known as "The Host Wars". In the end, the Eldar declared themselves as victors, but unbeknownst to them, a colony survived in what would be known as Ymmir. However, Ymmir would slowly turn into the icy death-world that it's known today, and every Uniter would die, excepting of course, the one found by the Tech-priests. It escaped and infected every slave inside the flagship, becoming a queen, laying thousands of eggs. Soon, the Uniters were back in the Galaxy once more. In battle, the Uniters make hosts out of different soldiers and warriors of flesh from different cultures, and along them are the weapons and tactics they used in life, mixing them to make it quite hard to counter them. They also give their hosts massive amounts of adrenaline that makes them faster and stronger in battle.
The Thrughk Mercenaries - In the 41st Millennium, there are many reasons as to why people go to war. Some do it for faith. Some do it for survival. Some do it for the sake of it. And some do it for greed. Indeed, many wars only took place simply because one or more side wanted to have more than what they currently have. The Thrughks are no exception to this. The Thrughk, also known as the Thrughk Mercenaries, are a race of large, pig-like humanoids who fight for the highest bidder, though they only work for other xenos, as they see the Imperium as an existential threat that can not be worked with. They don't have a proper civilization, rather, they form mercenary warbands that functions as either a tribe or a clan, wandering from planet to planet and from employer to employer. Sometimes, a lone family of 5-10 Thrughks would even function as a mercebary warband. Since they like to travel, their ships also function as large houses or cities for their families to live in. This fixation over mercenary work is explained through their myth about the greatest Thrughk of all, Thurg the Tall. Thurg the Tall is a hero of myth, a Thrughk whosensucces has been largely attributed to his work as a mercenary, as he became strong and rich only when he ventured away from home and fought enemies he would not have normally fought. Because of this belief, all of the Thrughk practice mercenary work together emulate their "national" hero and said hero's success. And in a way, this emulation is a success, as the Thrughk's strength, brutality, and sadism make them effective warriors for hire. The fact that many xenos including the Eldar, the Tau, and even the Necrons themselves hire them for their services speak volumes of their capabiities. In battle, the Thrughks use their strength to overwhelm their enemies. Their technology is primitive compared to others, but they make up for this with sheer firepower. They also have a very powerful regenerative ability, with fatal wounds healing in a matter of minutes.
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And that's all I have made. Hope you like them and let me know what you think in the comments below.
Posted Sep 28, 2025, 1:41 PM UTC