Xenos – Warhammer 40,000 Guide
To the Imperium, every alien is a threat to be purged. But the xenos of the 41st Millennium are not one enemy. The Aeldari, Orks, Tyranids, Necrons, T’au and others each have their own goals, and they fight each other as readily as they fight humanity. This guide explains who the xenos factions are, how they differ on the tabletop, and which to pick if you’re just starting out.
Who Are The Xenos?
In Warhammer 40k, “Xenos” refers to alien species that exist outside of humanity.
This term encompasses a wide variety of races, including the Aeldari, Orks, Tyranids and Necrons. Often viewed as threats to the Imperium, xenos are integral to the galaxy’s ongoing conflicts and rich lore.
What Xenos Armies Are There?
- Eldar: The Aeldari, an ancient psychic race. Craftworld armies are known for their advanced technology, speed and specialist warriors.
- Orks: Brutish, fungus-based creatures that thrive on war, known for their crude but effective technology.
- Tyranids: Hive-minded organisms that consume all biomass, characterised by their swarm tactics and bio-engineered creatures.
- Necrons: Ancient robotic warriors with advanced technology, waking from their tomb worlds to reclaim their former dominion over the galaxy.
- Tau Empire: A technologically advanced race focused on the Greater Good, using combined-arms tactics and ranged weaponry.
- Genestealer Cults: Hybrid aliens that infiltrate human societies, spreading their influence before the Tyranid swarm arrives.
- Drukhari (Dark Eldar): Sadistic raiders from Commorragh, known for their speed, agility and penchant for torture.
- Leagues of Votann: Technologically advanced clonekin descended from humans, grouped with the xenos armies for gaming purposes (see the FAQ below).
Understanding the Xenos Factions
In Warhammer 40,000, “Xenos” is the Imperium’s catch-all term for every alien species in the galaxy, and it is a designation born of fear and hatred rather than any shared identity. Unlike the Imperium’s human civilisation or the forces of Chaos, the xenos factions have nothing in common except that they are not human. Each alien race has its own culture, technology, goals and relationship with the galaxy at large, and they are frequently at war with each other.
The Aeldari (Craftworlds, Drukhari and Harlequins) are an ancient, declining civilisation haunted by a god-birthing catastrophe of their own making, the Fall. The Orks are a fungal species hardwired for combat, spreading across the stars in anarchic Waaaghs. The Tyranids are an extragalactic swarm consuming all biomass in their path. The Necrons are ancient robotic beings awakening from millions of years of slumber to reclaim their lost empire. The T’au Empire is a young, expansionist civilisation guided by the philosophy of the Greater Good.
The Imperium views all xenos with suspicion at best and genocidal hostility at worst. The phrase “suffer not the alien to live” sums up official Imperial policy, though temporary alliances of convenience do occur, particularly against existential threats like Chaos or the Tyranids.
All Xenos Factions Compared
Here is a comparison of the major xenos factions to help you find your ideal army. Difficulty and cost are rough guides; both shift with each codex and points update.
Aeldari (Craftworlds): Ancient psychic aliens fielding elegant war machines and specialised Aspect Warriors. Difficulty: hard. Cost: moderate. Playstyle: fast, fragile specialist units, each excelling at one role; requires careful coordination.
Drukhari: Dark kin of the Aeldari who feed on suffering. Extremely fast, fragile and deadly. Difficulty: hard. Cost: moderate. Playstyle: glass cannon, speed and hard-hitting raids.
Tyranids: Extragalactic hive-mind organisms that consume entire worlds, ranging from swarms of small creatures to enormous bio-titans. Difficulty: moderate. Cost: varies (horde builds need lots of models, monster-heavy builds fewer). Playstyle: adaptable — horde, monster-mash or hybrid.
Necrons: Ancient robotic beings who ruled much of the galaxy millions of years ago. Durable and resilient, with Reanimation Protocols that bring destroyed models back. Difficulty: beginner-friendly. Cost: moderate. Playstyle: durable, mid-range shooting, attrition.
Orks: Brutal, fungoid aliens who live for fighting. High model count, unpredictable mechanics and a big fun factor. Difficulty: moderate. Cost: moderate to high (many models needed), though the current starter set helps. Playstyle: aggressive melee, high-volume shooting.
T’au Empire: Technologically advanced aliens who fight for the Greater Good. The premier shooting army in 40k, with powerful battlesuits and little melee capability. Difficulty: moderate. Cost: moderate. Playstyle: shooting-focused, with units supporting each other’s fire.
Genestealer Cults: Hybrid alien-human insurgents who infiltrate Imperial worlds before the Tyranid hive fleets arrive. Distinctive ambush mechanics. Difficulty: hard. Cost: moderate to high. Playstyle: ambush, reserves and guerrilla warfare.
Leagues of Votann: Squat-descended clonekin with advanced technology and grudge-themed mechanics. Durable, shooty and thematic. Difficulty: moderate. Cost: moderate. Playstyle: mid-range shooting and durable infantry.
Xenos Playstyle Diversity
The xenos factions are arguably the most diverse group in Warhammer 40,000, precisely because they share no common identity or design philosophy. Each plays like a different game within the same ruleset, which is their greatest appeal and also why choosing one can feel overwhelming for newcomers.
If you want to shoot your opponent off the table, T’au Empire and Leagues of Votann offer the most potent ranged firepower. If you prefer overwhelming melee aggression, Orks deliver with joyful brutality. For elite, specialist-driven tactics, Aeldari and Drukhari reward precise positioning, though their units crumble if caught in the wrong situation. Attrition and durability are the domain of Necrons, whose Reanimation Protocols can frustrate even the most determined assault. Swarm tactics belong to Tyranid horde builds, while monster-mash lists thrive with big Tyranid bio-forms. Guerrilla warfare and ambush mechanics make Genestealer Cults uniquely unpredictable.
Whatever appeals to you, elite or horde, melee or ranged, durable or glass-cannon, there is a xenos faction that delivers it. Many veteran players keep more than one xenos army precisely because they play so differently.
Best Xenos Army for Beginners
Orks are the easiest xenos army to start right now, because they are one half of the Armageddon starter set (Blood Angels vs Orks) that launched 11th Edition in June 2026. That gives you a solid core of models at a reduced price. Their rules embrace aggression, the faction’s humorous tone makes mistakes feel less punishing, and the models are very forgiving to paint — messy brushwork just looks suitably ramshackle. The catch is the horde: a full army means a lot of models to build and paint.
Necrons remain one of the most beginner-friendly xenos factions on the table. Their rules are straightforward: durable units with solid shooting and Reanimation Protocols that give you a second chance when models are destroyed. They are also quick to paint: a metallic spray, a wash and some glowing details on the weapons produces a striking, tabletop-ready force. They were one half of the 9th Edition Indomitus starter set, so second-hand models are common.
For a shooting-focused experience, T’au offer an accessible entry point with clear tactical principles, though they demand careful positioning to compensate for their weakness in melee. Tyranids were in the 10th Edition Leviathan starter set, which also keeps their core units easy to find second-hand.
Xenos in Competitive Play
Xenos factions have a strong competitive presence in Warhammer 40,000. Aeldari have historically been one of the most consistently powerful factions in the game, with their specialist unit design rewarding skilled play. Tyranids and Necrons have both enjoyed periods of meta dominance, and the T’au Empire regularly threaten with their shooting output.
Competitive standing shifts with each codex release and balance update, and 11th Edition’s Detachment Points system lets every faction mix detachments in new ways. Keep an eye on our tier lists and meta analyses for the most current picture.
Getting Started with Xenos: Practical Advice
Once you have picked a faction, a Combat Patrol box is usually the best-value way in: these curated sets give you a balanced, playable force at a discount compared to individual kits. If your faction is in the current starter set, that is usually cheaper still.
When assembling xenos models, take care with faction-specific details. Aeldari models feature delicate, flowing components that need careful handling. Tyranid bio-forms benefit from dry-fitting before gluing, as their organic shapes can be posed in several ways. Ork models are gloriously forgiving: wonky assemblies look entirely intentional.
Painting a xenos army is a chance to break free from conventional colour schemes. Tyranid hive fleets can be almost any colour combination. Necron dynasties range from classic silver to oxidised copper to obsidian black. Ork clans use colour as tribal identity.
Painting Tips For Xenos Armies
For beginners painting xenos armies in Warhammer 40k, consider these techniques:
- Layering: Build up colours gradually for depth, especially on skin tones and armour.
- Wash and Shade: Use washes to enhance details and create shadows, particularly on intricate designs.
- Dry Brushing: Lightly brush highlights on raised areas to add texture and dimension.
- Airbrushing: Ideal for smooth gradients and large areas, especially on vehicles.
- Contrast Paints: Quick and effective for achieving vibrant colours with shading in one step.
- Details and Eyes: Focus on eyes and small features to bring models to life.
Need help getting started with painting? See our Warhammer Painting Guide For Beginners.
Best Xenos Books For Beginners
- Path of the Eldar (Gav Thorpe): A trilogy (Path of the Warrior, Path of the Seer and Path of the Outcast) following Aeldari of Craftworld Alaitoc as they walk the Paths of war, prophecy and exile. A great window into Craftworld culture.
- Warboss (Mike Brooks): An Ork novel that shows Ork society from the inside, balancing brutality with plenty of humour.
- The Infinite and the Divine (Robert Rath): Follows the millennia-long rivalry between two Necrons, the collector Trazyn the Infinite and the cryptek Orikan the Diviner. It gives real insight into Necron society and their motivations, and is often funny.
- Fire Caste (Peter Fehervari): Set on a world contested by the T’au Empire, this story follows Imperial Guardsmen fighting a grinding war against the T’au, exploring the clash between human and T’au cultures and the darker side of the Greater Good.
- Cult of the Spiral Dawn (Peter Fehervari): A shorter tale of a sinister cult and its clash with Imperial forces, set in the same corner of the galaxy as Fire Caste.
- Path of the Dark Eldar (Andy Chambers): A trilogy exploring the twisted world of the Drukhari, focusing on the brutal politics of Commorragh and their raids on realspace.
Frequently Asked Questions
What makes Xenos armies unique in 40k?
Xenos factions tend to have the most distinctive and unconventional mechanics in the game. While Imperial and Chaos armies often share similar design frameworks, xenos factions frequently feature unique rules that change how you play: Necron reanimation, T’au supporting fire, Genestealer Cult ambushes, Ork randomness. This mechanical distinctiveness is a major draw.
Are Xenos armies expensive to collect?
This varies by faction and build. Orks are currently easiest to start thanks to the Armageddon starter set, though a full horde needs a lot of models, as do Tyranid swarm builds. T’au and Leagues of Votann fall in the moderate range. Aeldari and Drukhari are moderate but may need a wider spread of kits because of their specialist units.
Can Xenos factions ally with each other?
Generally not. Most xenos factions are independent species with no reason to cooperate. The exceptions are thematic: Aeldari factions have rules for fighting alongside one another, and Genestealer Cults have a connection to Tyranids. Check the current codexes and Munitorum Field Manual for exactly what each faction can include in 11th Edition.
Which Xenos faction has the best lore?
This is entirely subjective, but Necrons and Aeldari are frequently cited for their deep backstories spanning millions of years. Tyranids offer a uniquely terrifying alien-horror perspective. Orks are loved for their comedic yet surprisingly nuanced culture. Each faction has compelling lore worth exploring.
Which Xenos army is most fun to paint?
Orks and Tyranids offer the most creative freedom, as both reward experimentation with wild colour schemes and weathering. Necrons are satisfying for their metallic finishes. Aeldari and Drukhari challenge painters with clean lines and gem effects. T’au battlesuits are popular painting and conversion projects thanks to their large, flat surfaces.
What are the minor xenos races in Warhammer 40k?
Minor xenos are alien species without their own army, including the Hrud, Jokaero, Enslavers, Rak’Gol, Khrave, Loxatl and Barghesi. They mostly appear in background lore, novels and roleplaying games. A few minor races do reach the tabletop through other factions: the Kroot and Vespid fight as auxiliaries within the T’au Empire army.
Which Warhammer 40k faction is the robot army?
The Necrons are Warhammer 40k’s robot faction. They were once a living race, the Necrontyr, who traded their flesh for undying bodies of living metal called necrodermis in a pact with the star gods known as the C’tan. After sleeping for 60 million years in tomb worlds, they are now waking to reclaim the galaxy.
Are any xenos sanctioned by the Imperium?
Officially almost none, since Imperial doctrine treats aliens as enemies to be destroyed. In practice, Rogue Traders holding Warrants of Trade and the Inquisition’s Ordo Xenos do deal with or use aliens, such as hiring Kroot mercenaries or keeping Jokaero weaponsmiths. Ogryns and Ratlings are not xenos at all: they are abhumans, mutated but sanctioned branches of humanity.
Are the Leagues of Votann xenos?
No, not in the lore. The Kin of the Leagues of Votann are descended from humans, an abhuman offshoot better known in older editions as Squats. Games Workshop places them with the xenos armies for collecting and game purposes, because they are a separate civilisation from the Imperium and don’t serve the Emperor.
