omake because i am paranoid
(credit for these, all three of them are the creation of TheBlackBaron45. The Kaijinns would be pathfinder kaiju type things)
Omake: minor destruction factions 3
Kaijinns
In the Garden there are many old monsters, things that existed since the War in Heaven or even predating it. One such monster which predates the War in Heaven is known as the Great Mother by the Eldar. Believed by some to be almost as old as the C'tan, this creature resembles a jellyfish larger than most stars and is not only immortal in every sense of the word but also travels throughout the Garden with an unknown means of FTL
The Great Mother lives up to its name, spawning dozens of eggs from various orifices at random intervals. These eggs can survive the vacuum of space and are sent to various worlds throughout the Garden by means of the same unknown FTL travel. Once it lands upon a world it hatches into a gigantic monster, each looking very different from one another. Most of these monsters are essentially copies of various Godbeasts, but others being massive war beasts like the Atomosaurus and the Anguidon.
These creatures are known as the Kaijinns by the Eldar, who have known of the Great Mother and her spawn since the beginning of their civilization. But the much more common name originates from the Harmonious Collective, the Kaiju. These creatures are not evil, or inherently hostile to the worlds they arrive upon. Indeed, as a whole the planetary ecosystem will flourish as a beneficial radiation emits from the Kaijinns. Previously dead worlds have been resurrected by the presence of a Kaijinn. It is only advanced life that suffers.
Kaijinns are inherently hostile to all forms of life who have progressed past the technological level of swords and arrows, while being indifferent to all other forms of life. Some like to belive that this is a way for nature to heal itself and get revenge, but this is proven to be false by the fact that they often fight alongside the Greenskins. How the Orkoids treat the environment makes a Hive world of the Imperium look like an Eldar maiden world, but because their Tek runs on the WAAGH! field, it does not register to the Kaijinns. Indeed, they are often caught up in the WAAGH! or merely following the unruly mobs of boyz to advanced foes.
Vaanitri
Extremophiles are types of creatures able to survive and thrive in extremely harsh and hostile environments. While this does describe a great many beings in the Garden, the title of extremophile is ultimately given to very few beings due to complexities that only a trained biologist can truly understand or explain. One such Extremophile race is the Vaanitri, a race that shares a great deal in common with the Orks, so much so that they are mistaken for a sister race to the Greenskins made by the Old Ones (though no such race exists).
An all-female race, like the Greenskins they do not truly have gender but they do adhere to a gender identity, being spawned by their queens. They are strong, slender, and eyeless, and extremely difficult to kill. They can survive for years without sustenance, heal even the most grievous of wounds in minutes, and survive the cold vacuum of space without protection. They also are able to generate a form of super-adrenaline that makes them stronger, faster, and more psychotic.
The technology of the Vaanitri is like that of the Greenskins or the Skaven, ramschakle and primitive. Unlike the technology of the ratmen, Vaanitri technology malfunctions typically hurt the foes of the Vaanitri rather than the Vaanitri. This combined with their tendency to live in extremely hostile environments and cultural focus on fighting and killing makes them, in the words of the Harlequins, distaff counterparts to the orks. They even have a friendly relationship with the Greenskins, one that only the Ogors can claim to have.
Krono-Phantoms
When one speaks of the Grand Alliances, they rarely speak of true alliances. Rather the Grand Alliances are groupings of various policies and monsters that fit together. No Grand Alliance is immune to infighting, not even the Tyranids. Though in the case of the Tyranids, their fights are more a sharing of knowledge, how individual bioforms are learned and understood by other fleets.
No Grand Alliance proves these facts better than Destruction, for while it overall can be placed as the sins of the Old Ones, made up of Greenskins and Ogors and the like. However, there are many that merely exist in the alliance because there is nowhere else to put them, like the Thyrrus and the Krono-Phantoms.
The Krono-Phantoms come from a possible future roughly 396 million years in the future, and they enter this time not to escape some great calamity or to kill a certain being, or any other thing one associates with intentional time travel. No, they do this because they are bored, and they desire to alleviate their boredom by waging war, fighting the greatest warriors of their past in what amounts to a Ludocogitator game session. The Krono-Phantoms even behave like stereotypical trolls and griefers one might encounter on such a system.
They are very much like the Golden Revenants, ie walking anacronisms that are only a threat due to the immense power they wield. Their bodies are near impervious to physical harm, and even destroying one won't kill a Krono-Phantom but instead sends them back to their own time. In addition, they are able to manipulate time in a great many ways by using their weapons, each of which grants a different type of manipulation. In addition, they can manipulate the speed of objects they touch or otherwise send objects into the past or future. This leads to such shenanigans as enemy generals blowing up hours before a battle.
Of course, the Krono-Phantoms are in no way unbeatable, and have a myriad of weaknesses, three of which are extremely easy to exploit. The first and most easily exploitable is their attitude and lack of tactics. Its almost laughably easy to get Krono-Phantoms to turn on each other or their allies. The second is esoteric power, for that more often than not is a great equalizer. The third weakness is the most surprising, namely their lack of protection against temporal manipulation. Unlike practically every other being who can manipulate time, Krono-Phantoms have no inherent protection against temporal manipulation. In fact, they actually have less protection against temporal manipulation than a baseline beings of the Garden have.