Highlights

  • The Genestealer Cults are an insidious internal threat that infects populations and calls upon the Tyranid Hivemind to devour entire planets.
  • The T'au Empire, with their rapid technological development and mission for "The Greater Good," poses a significant threat to other factions.
  • The Leagues of Votann, led by hyper-intelligent AI machines, possess advanced technology and a formidable force in the galaxy despite their smaller numbers.

In the grimdark future of the Warhammer 40K universe, there is only war. Entire worlds and sectors have been engulfed in flames or have become new battlegrounds. Progress and peace are relics of the past, and the line between good and evil is lost, leaving numerous groups to their devices in a galaxy-wide war seemingly without end. Such conditions have birthed many powerful factions with skills and abilities far beyond comprehension. However, which of these factions is the strongest?

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Warhammer 40K fans participate in great debates on forums and discussion boards everywhere, disputing which factions are the most powerful, with disagreements abound. Many factors and events go into deciding which side of this galaxy-wide war is the best, and the evergrowing and changing universe of Warhammer 40K always seems to rock the power balance. This trend of shifting scales has caused some fans to separate the factions into two categories, those that appear to be growing or evolving and those that are shrinking or regressing —making the allocation of each faction's power somewhat easier. Yet, one thing is sure: each side has the potential to overcome the other, and no faction shows signs of backing down.

Updated: 24th January 2024 By Andy Chapman. The setting of Warhammer 40k is in a state of constant change. Which faction sits at the top as the strongest can change with each significant event. With the release of the 10th edition in June 2023, events have vastly changed the order of power in the galaxy. The great rift is open and Abaddon has unleashed his Arks of Omen. Working with the daemon Vashtorr, he has defeated the Imperium and gained a mysterious and dangerous weapon that is yet to be used. The daemon Primarch Angron has returned to bleed humanity for his dark god. Hive fleet Leviathan has emerged into the galaxy, larger and hungrier than ever before, and seems unstoppable. Yet for all the carnage, there is still hope. Loyalist Primarch Lion El Johnson has returned to his Dark Angels and the Imperium has gained another lost son to strike back at the darkness. 10th Edition has brought huge changes to the Warhammer 40k setting and with these changes, power in the galaxy has shifted.

11 Genestealer Cults

Leader: Genestealer Patriarch

Genestealer Cults attacking imperial guard

One of the most insidious dangers that threatens the safety of Imperium is from within. Genestealer Cults have become a common occurrence across the vast reaches of the galaxy. Worlds are suddenly going dark as cells become active and destroy populations. The Genestealer Cults are secretive societies of humans that have come to worship a xenos god. Controlled by a powerful breed of Genestealer known as a Patriarch, which can lie dormant for generations, the Cults slowly infect a population. It can take generations for a cult to be ready, with the cell growing and spreading year after year into every echelon of a planet’s society. Some members within the cults will eventually deform, becoming more like the xenos they worship, with new arms growing, and their heads becoming bulbous and alien. Although most appear like any other citizen.

Once the Genestealer Cult has grown to a large enough size, they will attack at once. When there are cultists in every part of society, a planet can fall overnight. Once they have successfully taken over a planet, the psykers within the Cult will send out a call to their xenos god. The tragedy of the Genestealer Cults is that the god they worship is the Tyranid Hivemind. The psychic call reaches out to a hive fleet, which descends onto the planet and proceeds to devour all organic life, human and cultist alike. Genestealer Cults have spread to every sector of the Imperium and are slowly weakening the foundations, ready for the great devourer to come.

10 T'au Empire

Leader: Supreme Ethereal Aun’Va

Warhammer Tau Empire

The T'au Empire is a young civilization — having only been around for 6000 Terran years — experiencing growth far beyond many of the other sentient factions in the Warhammer 40K universe. Not long ago, the T'au mastered fire and the wheel, yet swiftly developed into a space-faring species with technology on par with, if not more advanced than, other civilizations. Such impossibly fast development has made the T'au Empire a threat to all others, a threat made far more severe with their plight for Tau'va or "The Greater Good." This seemingly altruistic mission to do the greatest good for the greatest number of intelligent beings has propelled them on a campaign to dominate the universe and "invite" others to join their philosophy; all who refuse are dealt with harshly.

The Tau Empire's strengths lie in their expertise with mid-to-ranged combat and highly adaptive technology, using pulse firearms and advanced battlesuits. Their strong beliefs and ability to "befriend" other races and members of the galaxy, a rare occurrence in Warhammer 40K, have allowed them to bolster their ranks with numerous able-bodies of various species. Organized and determined to spread their cause, the Tau and their respective allies have spread across the galaxy and have since been fighting tirelessly. However, their number is comparatively small, and they have yet to master faster-than-light travel, keeping them from effectively expanding while leaving them beset by their enemies. The T'au Empire shows promise, and should they be allowed to progress unhindered, they will undoubtedly surpass other factions.

9 Leagues Of Votann

Leader: Ancestor Cores

Leagues of Votann in Warhammer 40k

Residing deep within the resource-rich galactic core, the Leagues of Votann are a numerous collective confederation of abhuman clones who refer to themselves as The Kin. Often known as Squats by the larger Imperium of Man, The Leagues are a secretive race who are led by ancient self-aware machines known as Votann. Knowledge of the Votann is strictly guarded, as the existence of AI is heretical to the rest of humanity. The Kin themselves are often mistaken as a xenos race by some in the Imperium. The true origin of the Kin is lost in time, but there are references that claim the starfaring race settled in the core around the same time that humanity spread out into the galaxy. The Kin share their society with other self-aware machines, known as Ironkin. These AI are considered equals among the Leagues and bolster their armies in times of war.

During the current Indomitus era and the opening of the great rift, the Leagues have found themselves beset by more enemies than ever. Being led by hyper-intelligent AI machines allows the Leagues to wield highly advanced technology. The Kin are a tough and resilient people who have survived the dangers of the galactic core for thousands of years. They possess powerful weapons that can lay waste to any foe in the galaxy. They may not have the numbers of the Imperium, but any who anger the Kin will be facing one of the most formidable forces in the setting.

8 Aeldari

Leader: No single unified leader

Warhammer eldar using gun

The Aeldari were an exceptionally proud and powerful race believed to be created by the Old Ones. They were part of a once-great empire that spanned the galaxy and achieved all-manner of accomplishment, such as overcoming the seemingly unstoppable Necrons. However, due to a prolonged period of blissful peace, the Aeldari found no adversity or need to progress, which led them to a path of indulgence. Although innocent pursuits of joy initially, their lust for stimulation became demented and extreme. Their empire shattered into several groups when their continued decadence birthed the Chaos God Slaanesh and, consequently, the Eye of Terror. Those Eldar who saw the coming storm or eluded the cataclysms became the Eldar fans recognize today.

Although divided and a shadow of their former selves, the Aeldari remain highly mobile and mysterious to other factions, boasting expertise in manipulation, guerilla warfare, and developed psychic abilities. Using their webway gates, the Aeldari can move about quickly to accomplish their goals and execute decisive strikes against enemies. Even though much of their empire and its advances were lost, the Aeldari maintained many magical devices and perplexing abilities, giving them an edge in the ambiguity surrounding them. Even so, they are a shell of their former glory on the cusp of extinction, preventing them from winning battles of attrition and making every casualty much more devastating. Should the Aeldari, the Craftworld Aeldari specifically, find some way to outpace their losses and find footing in the galaxy, they can become an unstoppable threat.

7 Adeptus Mechanicus

Leader: Fabricator General

Warhammer 40k Adeptus Mechanicus

The Adeptus Mechanicus, or Cult Mechanicus, is a highly advanced civilization of humans on Mars that work symbiotically with the Imperium of Man yet are their own entity. Originally a colony from Terra, this faction evolved into a theological group that revered the Omnissiah — an obscure mechanical deity — with a penchant for maintaining and constructing machines. Although they worshipped a god, a practice deemed unacceptable by the Imperial Truth, the Emperor of Mankind accepted the Adeptus Mechanicus, granting them immunity so long as they equipped the Imperium of Man with the technology necessary for their galaxy-wide conquest. Few factions come close to the engineering prowess and intelligence of the Adeptus Mechanicus.

The Adeptus Mechanicus boasts access to one of the greatest armories in the galaxy, alongside powerful cybernetic enhancements that replace their weak flesh with technological wonders. So long as it is a tried and true invention that is not an innovation or abominable intelligence, it is at this faction's disposal, granting them countless options and implements of war. With their superhuman smarts, the Adeptus Mechanicus can use these technologies to their fullest, making them dangerous opponents. But, while they are brilliant and with many devices of war, they are also independent, meaning their numbers and reach are comparatively small; moreover, they believe innovation to be heresy, preventing any advancement. Should the Adeptus Mechanicus bolster its numbers and innovate, little can challenge them, let alone stop them.

6 Necrons

Leader: Szarekh, The Silent King

Warhammer 40K Brutal Weapons - Aeonic Orb

A mysterious faction of robotic skeletal warriors once the xeno Necrontyr, the Necrons are a species that recouped from an unthinkable tragedy better than ever. Although tricked by the deceptive C'tan and forced into metal bodies, they have overcome the odds and shattered their deceivers into shards that now fuel their machinery, yet the losses they faced forced them to slumber for sixty million years. But recently, pockets of the almost undead Necrons began awakening sporadically from their Tomb Worlds to conquer the galaxy and restore their Empire to its former glory. Ruthless and unrelenting — death now a near impossibility — the Necrons have zero empathy and compassion, only a drive to take what was lost and lord over the galaxy.

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The Necrons stored powerful old technology before going into an inert state, maintaining the devices necessary to claim their place as rulers over the galaxy, devices that they now power with the remnants of their old and terrible masters, the C’Tan, powerful ancient beings that would consume entire stars for energy. United in their will, impervious to the effects of Chaos, disdained by Tyranids as they have no biomass, able to regenerate even lethal wounds, and unable to die with their Tomb World intact, the Necrons are unstoppable. Yet, keeping them from achieving their mission and coming out on top is the truth that many of their ranks are still dormant, and many of those awake have differences that prevent cooperation, if not cause infighting. The Necrons may be a little late to the party, but should they all wake up and unite, they would pose an unconquerable threat to any who would stand in their way.

5 Chaos Daemons

Leader: Chaos Gods

Warhammer 40k Chaos Daemons

Considered one of the greatest threats to the galaxy, created and sustained by the emotions and desires of all creatures, the Chaos Daemons and the Ruinous Powers that oversee them wreak havoc on countless worlds and minds through the powerful and corrupting influence of the Warp. Mighty, resilient, destructive, and seductive, the Chaos Daemons are a relentless and infinite force that has and continues to endanger all that lies beyond their reach. Following the commands of their respective Chaos God, the Chaos Daemons wage war mindlessly against the galaxy, and all who they cannot overcome are turned to their cause, making them an evergrowing and insurmountable threat. Even those who are most capable or those of the strongest will find themselves struggling against the sheer might and compelling lures of Chaos Daemons.

The greatest strength of Chaos Daemons is that they are infinite and various. A Chaos Daemon is purely psychic power drawn by the Ruinous Powers and given form, meaning that — so long as there is the Warp and the emotions and desires that fuel it — there will be Chaos Daemons. The forms Chaos Daemons can take are limitless, only restricted by the imaginations of the Chaos Gods, who have a twisted and dangerous sense of creativity. Yet the Forces of Chaos are prone to infighting as the Ruinous Powers seek to undermine one another. Each Chaos God — Khorne, Tzeentch, Nurgle, and Slaanesh — has its own end goal and beliefs that conflict with others, causing bitter hatred and hostility that diverts their attention from dominating the galaxy. Even so, if the Chaos Daemons and their overlords cooperate, as they have before, nothing will stop their conquest over all outside the Warp.

4 Orks

Leader: Ghazghkull Mag Uruk Thraka

Warhammer orks boyz attacking

Orks are the fallen-from-grace descendants of the Krorks, the smarter, more advanced, and larger species created by the Old Ones. None know whether the Orks are better or worse than their ancestors, especially considering how effective they are in combat, but what is certain is that they are dangerous. Barbaric, chaotic, and ever-hungry for conflict and battle, the Greenskins are perhaps the most bloodthirsty faction in the galaxy, seeing war as a stroll in the park or a stop by a shop, an everyday occurrence. They know little else, which makes them proficient killers that do not think much of their losses or victories, just how bloody a battle is and how strong they can get.

Being good at killing things should be enough, but Orks also have partial immunity to Chaos, the ability to reproduce quickly through spores that emerge from dead Orks, a negligible maturity rate, and ever-growing strength and size when overcoming powerful threats. That should be enough, right? No. Orks also possess the unique ability to make impossible things true so long as enough of them believe it is, such as the common belief that purple is the color of stealth because no one has seen a purple Ork. So, what flaw do Orks have? Well. Like the Forces of Chaos, Orks suffer from much infighting, sating their bloodlust by turning against their own. Most WAAAGHS! (Ork Crusades) typically end with Orks attacking one another as the number of enemies dwindles. However, should the Orks ever unite as one, no other faction in the galaxy can hope to stand against the unstoppable green tide.

3 Imperium Of Man

Leader: Roboute Guilliman

Warhammer 40k Imperium of Man

The Imperium of Man is undoubtedly one of the largest and most diverse factions of Warhammer 40K; the Adeptus Custodes, the Imperial Guard, the Inquisition, the Sisters of Battle, the Adeptus Astartes, and many more powerful forces fall under this faction. Within these sub-factions are countless chapters and groups, all sharing a burning devotion to humanity and the Emperor of Mankind alongside a searing hatred for mutants, heretics, xenos, and all deemed unholy. Through their conviction and dedication, through the efforts of everyday people and superhumans alike, they repel countless threats, such as the Tyranids, Orks, and Forces of Chaos.

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The Imperium of Man is among the most unified and varied factions in Warhammer 40K. There is not a single function it cannot achieve, for its members can do everything, from rooting out heretical enemies to counteracting psykers to overcoming the Forces of Chaos to infiltrating the most protected bastions without detection. Yet, despite the dissimilarities among each group, they all — for the most part — have the willingness and understanding to unite under one banner, that of humanity and the Emperor. While capable contenders in the galaxy, the Imperium of Man stands on a shaky threshold between survival and complete annihilation. This faction's enemies are numerous, and their willingness to cooperate with others is slight, making them a target for many. If the Imperium of Man can whittle away at the number of factions against them, there is no doubt they will eventually rise to the top.

2 Chaos Space Marines

Leader: Abaddon The Despoiler

Warhammer 40k Heretic Astartes

Chaos Space Marines, popularly known as Heretic Astartes, are former legions that served under the Imperium of Man yet allied themselves with the Ruinous Powers of Chaos following the Horus Heresy. Many of its members are from the original Nine Traitor Legions that sided with Primarch Horus against the Emperor of Mankind, giving themselves wholly to Chaos and now residing in the Eye of Terror. Some legions serve the Ruinous Powers indiscriminately while others devote themselves to a specific Chaos God, but regardless of their allegiance, all share the same desire for revenge against the Imperium of Man. The Chaos can grant them this and something else they never had while serving the Emperor, free will to do what they want.

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The Chaos Space Marines are a heretical combination of humanity's finest and Chaos Gods' worst, unifying the martial prowess of Space Marines with the volatile influence of the Warp. This meeting of two dominant forces into one faction makes the Chaos Space Marines incomprehensibly dangerous, especially when noting that many of their ranks lived through the Horus Heresy, experiencing one of the deadliest conflicts in history and living to seek revenge. Yet, even with their superhuman nature, control over Chaos, and insatiable desire to take vengeance against the Imperium of Man, the Chaos Space Marines cannot overcome any other faction, as they are too preoccupied with fighting each other over old wounds or differences in their allegiances. But, as history has shown, should and when Chaos Space Marines unite, they are capable of galaxy-wide destruction.

1 Tyranids

Leader: The Great Devourer, Tyranid Hivemind

Warhammer 40k Tyranid Tyrant Cropped

The Tyranid Hivemind is perhaps the most terrifying faction in the galaxy, which is saying much, considering the presence of daemons and undead robots. Brutal, efficient, intelligent, and ever-evolving, Tyranids are perhaps the most "perfect" organisms. Tyranids have only one purpose, to infiltrate galaxies and harness the biomass of whatever living things reside within them — as they presumably have done so to others. The only surefire way to stop Tyranids from infesting and devouring a planet is to nuke it, which poses a problem now that Tyranids have surrounded the galaxy, making this option impractical and ineffective when cornered from every edge of the Milky Way.

Tyranids, whose numbers vastly outnumber everything in the galaxy, do not need sleep, do not tire, and evolve their tactics and forms against enemies to get the upper hand. They can infest other species as Genestealers, hiding in plain sight to infiltrate and use their psychic abilities to alert the larger hive fleets to invade. Tyranids have the numbers, sustainability, adaptability, and leverage over the other factions to wipe all life from the Milky Way. However, their most overwhelming advantage is the entity that controls them, that is them, the Hive Mind. This incomprehensible organism, equal to, if not greater, than the Chaos Gods in strength, has complete control over the Tyranids. To fight innumerable battles against dramatically different foes all at once and win demands a remarkable, unfathomable intelligence and ability that no other thing in the galaxy has exhibited. Unless the other factions unite against the Tyranids, they will not last, being reduced from beings of impossible abilities and fantastical exploits to bug food.

WarhammerFranchiseTagPage
Warhammer 40K

Created by
Rick Priestley
Video Game(s)
Warhammer 40,000: Boltgun , Warhammer 40,000: Darktide , Warhammer 40000 Mechanicus , Warhammer 40,000: Tacticus , Warhammer 40,000 Space Marine , Warhammer 40,000: Dawn Of War , Warhammer 40000: Inquisitor - Martyr , Warhammer 40,000: Deathwatch , Warhammer 40,000: Rogue Trader , Warhammer 40,000: Battlesector , Warhammer 40,000: Shootas, Blood & Teef , Warhammer 40,000: Gladius - Relics of War , Warhammer 40,000: Chaos Gate - Daemonhunters
Creation Year
1987