Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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El Macho Nov 8, 2023 @ 6:18am
Lore Question
Is Ogryn the only mutant that was allowed in the Imperium? I'm no 40k avid fan, but afaik, the Imperium despise anything that isn't human.
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Showing 1-13 of 13 comments
Mulqueeny Nov 8, 2023 @ 6:23am 
No, and he's classed as an "Abhuman" more than a mutant, though technically he is one of a sort.

There are others such as the Ralting, which are basically hobbits and Squats which are basically Dwarves. + more.
Last edited by Mulqueeny; Nov 8, 2023 @ 6:24am
AzZotik Nov 8, 2023 @ 6:23am 
There is opposite of Ogryn, a Ratling. Hairy short dudes who look like hobbits, really good at stealing, cooking and shooting long distances.
Harukage Nov 8, 2023 @ 6:26am 
Despite of what some DOW fans and people from 4chan constantly scream, there is a standartized gradation of acceptable mutation in the Imperium.
Safe mutations unclude: ogryns, ratlings, squats, various beastmen, pariahs, psykers, navigators and a long list of other less common mutant strains. Also what an inquisitor calls "safe".
Last edited by Harukage; Nov 8, 2023 @ 6:27am
WeepingMoon Nov 8, 2023 @ 6:27am 
Psykers, astropaths and navigators are mutants too. Imperium will tolerate anything that is usefull.
Harukage Nov 8, 2023 @ 6:29am 
Originally posted by MOON:
Psykers, astropaths and navigators are mutants too. Imperium will tolerate anything that is usefull.
Astropath is not a separate mutation, it is a telepathic psyker who undergone a certain ritual.
Last edited by Harukage; Nov 8, 2023 @ 6:29am
Hex Nov 8, 2023 @ 6:32am 
Pretty much anything not mutated by Chaos is ok. Natural mutations are just evolution.
Navigators (HomoNavigo) - A Navigator is a very particular form of Imperially-sanctioned Human mutant, who possess the Navigator Gene and have existed within the Human gene pool since the time of the Dark Age of Technology. All Navigators possess a third eye, commonly called the "Warp Eye," on their foreheads which gives them the unique ability to see into the Empyrean without losing their sanity.

Using the psychic beacon generated and directed by the Emperor known as the Astronomican as a stable reference point, Navigators use the power granted by their third eye to guide Human starships through the currents of the Warp. Their ability to sense the tides of the Warp is considered psychic, although Navigators never possess any psychic abilities beyond the powers of astronavigation their Warp Eye affords them.

Since the Navigator Gene is hereditary rather than a recurring random mutation, the existence of Navigators is tolerated by an edict from the Emperor Himself issued at the time of the Unification Wars in the 30th Millennium as the Navigators and their politically powerful Navis Nobilite aristocratic houses were essential to the continued functioning of the Imperium's commerce and defence.

Navigators all live within the special precinct of the Terran world-city that was given to them by the Emperor millennia ago. The politics of the Navigator Houses are known to be byzantine and treacherous in the extreme.


Afriel Strain soldiers are genetically-engineered warriors created during an experimental project conducted by the Adeptus Mechanicus, of which little is known.

The initiative was an attempt to capitalise on the characteristics of the heroes of the Imperial past's genetic material, to recreate all the best traits which had made them great. The project was ultimately an attempt to create the perfect Human soldier, and it failed miserably.

Afriel Strain warriors, for some reason, have the worst luck ever seen among Humans, to the point that some Mechanicus adepts believe that their cloned genetic makeup may interface with the Warp in some way to alter the laws of probability. Afriels are normally albinos, with pale alabaster skin, pale hair and colorless, pink eyes.


Beastmen (HomoSapiens variatus) are horned, hoofed, and quite hairy Abhumans who appear like nothing so much as humanoid goats or rams. They were formerly recruited for the Imperial Army and later the Astra Militarum, where they used their innate bloodlust to fight for the Emperor and atone for the sin of being born as mutants. They were led by other Beastmen called "packmasters."

At present, "Pureblood" Beastmen are no longer seen in Imperial service, since overt mutants now only serve in the forces of Chaos. No doubt Puritan elements of the Inquisition convinced the Administratum that the Beastmen could not be so radically altered from the normal Human form without being tainted by Chaos.

Some lesser variants of the H.s.variatus strain, who are less physically mutated than their peers, are allowed to still exist within the Imperial armed forces, where they are used as cannon fodder and as expendable assault troops. These Beastmen are the Warhammer 40,000 equivalent of the Warhammer universe's Beastmen.


Ogryns (HomoSapiens gigantus) - The dim-witted Human sub-species called Ogryns evolved on high-gravity, low-temperature prison planets. They are huge and unusually stupid for a Human subrace, but unquestionably loyal to the Imperium once introduced to the faith of the Imperial Cult.

Ogryns are used as the Astra Militarum's shock troops, and for this role, they are commonly outfitted with the Ripper Gun. The Ripper Gun is a weapon simple enough for them to operate, although some feral Ogryn cannot even fathom this device. Ogryn are also frequently used as bodyguards by Imperial military commanders.

Ogryns tend to be claustrophobic and thus are difficult to transport. They are typically led by "Bone 'eads," who have undergone a procedure known as Biochemical Ogryn Neural Enhancement (or BONE treatment), improving their intellect to near-Human standards.

Sometimes, when speed is of the essence, Imperial commanders with a fresh batch of conscripted Ogryns do not bother to teach them the comparatively complicated use of the standard Ogryn Ripper Gun, merely giving them another club and telling them to smash the enemy with it.

As one might guess, the Ogryns are the Warhammer 40,000 equivalent of the Warhammer Ogre.


Ratlings (HomoSapiens minimus) are small, loud, hungry and lecherous Abhumans who often serve as snipers in the Astra Militarum, a role at which they excel.

Ratlings also serve as cooks for Astra Militarum regiments, a skill they no doubt learned in order to feed their own seemingly bottomless stomachs; and they also have kleptomaniac tendencies, as commissars report petty theft and illegal gambling rings increase substantially when Ratlings are attached to a platoon, company or regiment.

One named Ratling homeworld is Ornsworld, which was attacked by Abaddon the Despoiler during the Gothic War. Ratlings are a mutant sub-branch of the Human race, like the Ogryns, who adapted to living in underground tunnel systems on worlds with hostile surface environments.

Due to their small size, they often bear the brunt of normal Human soldiers' jokes, although more than one soldier has been saved by the Ratlings' superior marksmanship. Essentially, Ratlings are the Warhammer 40,000 equivalent of Warhammer's Halflings.


Squats (Original) (HomoSapiens rotundus) - The Abhumans called Squats originated on high-gravity Mining Worlds close to the galactic core, making them short, muscular and tough. Their homeworlds briefly seceded from the Imperium during the Age of Apostasy, though they later returned to the Imperial fold as autonomous but loyal worlds.

Squats are talented engineers, and known to hold long-standing grudges, particularly against the Orks. In combat, Squats use combat motorcycles and support from superheavy artillery weapons, such as Leviathans and Colossi.

Squats for a long time were officially no longer part of the Warhammer 40,000 universe due to decisions made by Games Workshop to bring the universe closer to a true science fiction reality; in the universe's mythology they were said to have been nearly driven extinct by the attack of the Tyranids on their homeworlds in the 41st Millennium, though some Squats survived to seek vengeance across the Human-settled galaxy.

The Squat race was an equivalent of the Warhammer Dwarfs, but following the removal of the Squats from the game for two decades, the part of a Dwarf analogue in the Warhammer 40,000 universe was taken for a time by the T'au-allied alien species called the Demiurg.

The Squats are now once more a full-fledged faction of the Warhammer 40,000 universe as the Kin of the Leagues of Votann and the Demiurg are now considered a Prospect of the Kin.


Leagues of Votann - The Leagues of Votann is the collective name for the various confederations of the species of squat but powerfully-built Abhuman clones who refer to themselves as the "Kin." They are sometimes pejoratively called "Squats" by the Humans of the Imperium. The Kin are an advanced, starfaring race who possess highly advanced technology and live amid the extreme environments that mark the resource-rich worlds of the galactic core. The Kin share their lives with self-aware, robotic constructs called Ironkin, which they treat as full societal equals in every way.

The Kin have sometimes been misidentified by Humans and xenos species alike as different Abhuman or alien species than their true identity. For instance, the Kin have been mistakenly known to both the T'au and Humans as the "Demiurg," to the Aeldari as the "Heliosi Ancients," and to various other peoples as the "Gnostari," the "Grome" or the "Kreg," among others.

The Kin vary in their classification by the Imperium between a sanctioned Abhuman sub-species of Humanity or a xenos species. However, the Kin's earliest surviving records do establish an ancient link between their Ancestors who settled the galactic core and the sublight, generational Long March mining fleets sent out by pre-Imperial Old Earth, thus making the Abhuman designation the correct one. For their part, the Kin care little what others think of them.

Each of the Leagues of Votann are divided up into groupings similar to clans or nation-states known as "Kindreds," and are ultimately led by a self-aware machine intelligence called a Votann or "Ancestor Core." The Votann are treated as objects of near-worship by the Kin, and when they die, each Kin and Ironkin has their cerebral data uploaded into their Kindred's Votann, a semi-mystical practice referred to as "returning to the Ancestors."

Few intelligent species in the galaxy are as redoubtable, courageous or determined as the Kin who comprise the Leagues of Votann. Nor are many as ruthless when it comes to the risk-and-reward calculus of war. To face them in battle is to stand before an armoured avalanche that crushes all in its path. It is to be appraised and then brusquely dealt with by attackers who see any foe as little more than an obstruction, or else as a hated nemesis whose annihilation is worth any cost.

To those they fight alongside or trade with, the Kin are invaluable allies. However, those they deem a risk to their people's survival they destroy with the same relentless rigour that the Kin apply to harvesting black hole accretion discs, manufacturing their incredible technologies or, indeed, anything else they set their minds to.

The Leagues of Votann are huge and formidable stellar empires, united by a shared history, genetic kinship and culture. As the emergence of the Great Rift sends ripples of upheaval through the galactic core and beyond, they are coming into violent collision with the other starfaring races more than ever before.

The Leagues of Votann represent the completely reworked return of the 1st Edition Squats into the Warhammer 40,000 universe as a full faction of their own.


Gland War Veterans - Gland War Veterans were created to fight invading Tyranids on the Forge World of Dantis III, which was heavily polluted. The Adeptus Mechanicus Tech-priests who ruled Dantis III genetically modified several companies of the Lostok 23rd Regiment of the Astra Militarum to fight in the hellish conditions.

They had many organs and drug-secreting glands implanted in their bodies so that they could survive in the Dantisian environment unprotected. Their combat abilities and physical aggressiveness were also genetically increased.

Thanks to the heavy losses they took to ensure the successful defence of Dantis III, only three Gland Warriors are believed to have survived, who were taken by the Inquisition for study and debriefing.


Goliaths - The Necromundan House Goliath owns and operates many of the great foundries of the Hive World of Necromunda and its workers are the masters of the furnace and of metal, the raw materials of which are traded from the mines of House Orlock.

The house values nothing higher than physical strength, and to this end breeds its workers like prize cattle in an effort to create the strongest, toughest and most unthinkingly loyal workers of the furnace in the galaxy.

The core of these workers are huge brutes -- incredibly strong and tough, but often mentally unbalanced and extremely short-lived. House Goliath furnace-tenders -- Goliaths -- are often bigger than a Space Marine and some Imperial scholars regard them as a classifiable strain of Abhuman.


Nightsiders are Abhumans who live out their lives in near or complete darkness on worlds that either are so far from their primary star that little or no light is shed or planets that do not rotate and so one side is always facing away from the sun.

Nightsiders may have developed larger eyes than a normal Human, almost bulbous; others may have vestigial eyes with their other senses greatly enhanced to compensate for the near-blindness.


Troths (HomoSapiens verdantus) - Troths are endemic to the world of Verdant, and unable to leave it due to their particular, unknown physical adaptation to its environment. They are virtually unknown to the Imperium at large.


Longshanks (HomoSapiens elongatus) - These Abhumans have genetically adapted to habitable worlds with particularly low gravity, and are tall, elongated and emaciated. They find it nearly impossible to survive on worlds with gravity heavier than what they endure on their homeworlds.


Pelagers (HomoSapiens oceanus) - Pelagers have either evolved or were genetically altered during the Age of Technology to live on Ocean Worlds, those habitable planets of the galaxy almost entirely covered in liquid water. They possess a set of both gills and lungs, and other adaptations for an aquatic lifestyle such as webbed hands and feet. They are a common sight on such worlds of the Imperium, but virtually unknown everywhere else.


Felinids (HomoSapiens hirsutus)- Felinids are endemic to the Imperial world of Carlos McConell. Whether this is due to the particular biological requirements of that planet, prior genetic modifications made to a Human population during the Dark Age of Technology or prior Imperial regulation is unknown, but they are virtually unheard of in the Imperium at large. Felinids are Humans who have had their genomes spliced with genetic sequences derived from various species of Terran felines, and they possess many felinoid traits, including a light covering of fur over their entire body, extended canine teeth and superhuman agility and grace.


Neandors (HomoSapiens hyannothus) - Descendants of the original base-line Human colonists of the world of Hyannoth IV, the Neandors have adapted over the Terran millennia to the particular ecological demands of their frigid and high gravity homeworld. These adaptations, which include hirsutism and a much more robust skeletomuscular system, however, prevent them from leaving Hyannoth IV easily. As a result, Neandors are virtually unknown to the wider Imperium.

https://warhammer40k.fandom.com/wiki/Abhuman

EDIT: Ridiculous: The "H"-Part in HomoSapiens is censored,
if left standing alone, as it grammatically correct.
Going overboard with censorship again, aren't we....
Last edited by Dr. Merkwürdiglieben; Nov 8, 2023 @ 7:24am
Donauwelle Nov 8, 2023 @ 6:37am 
Some of the "Mutations" just result out of stuff like "living on high/Low Gravity planet" or "weird coloured star-light" wich even the Empire consideres to be "normal" Mutations.
Hagalazꑭ Nov 8, 2023 @ 7:05am 
Originally posted by El Macho:
Is Ogryn the only mutant that was allowed in the Imperium? I'm no 40k avid fan, but afaik, the Imperium despise anything that isn't human.
If the Inquisition says it's ok, then it's ok. Now hand over the rations!
Hello,

hope you don't mind if I throw in another question.
Are we actually the "Good Guys" or more like Star Wars Storm Trooper?
AzZotik Nov 8, 2023 @ 7:11am 
Originally posted by FrittenFuchxsSdeiwelsWILD:
Hello,

hope you don't mind if I throw in another question.
Are we actually the "Good Guys" or more like Star Wars Storm Trooper?
There are no "good guys" in Warhammer. If you are human, Imperium of Man is as best as it gets out there, even as a plantation slave. Hateful xenos and cosmic horrors will rip you in half if Imperium doesn't protect you.
Last edited by AzZotik; Nov 8, 2023 @ 7:12am
Originally posted by AzZotik:
Originally posted by FrittenFuchxsSdeiwelsWILD:
Hello,

hope you don't mind if I throw in another question.
Are we actually the "Good Guys" or more like Star Wars Storm Trooper?
There are no "good guys" in Warhammer. If you are human, Imperium of Man is as best as it gets out there, even as a plantation slave. Hateful xenos and cosmic horrors will rip you in half if Imperium doesn't protect you.
Ok, seems like you are f'd no matter which faction you belong to.
Hex Nov 8, 2023 @ 7:43am 
Originally posted by FrittenFuchxsSdeiwelsWILD:
Hello,

hope you don't mind if I throw in another question.
Are we actually the "Good Guys" or more like Star Wars Storm Trooper?

The Imperium is as morally good as it can afford to be, which is not very. They are locked in a genocidal war against multiple species that do not negotiate nor can they be reasoned with.
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Date Posted: Nov 8, 2023 @ 6:18am
Posts: 13