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![[Post New]](/s/i/i.gif) 2011/01/14 09:38:00
Subject: The Communion of the Core, my new race
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Posts with Authority
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So, a little while back, someone posted how much they hate the whole High Elves = Eldar Orcs =Orks aspect of 40k, and I posted this as an idea for a relatively original idea. I say relatively as nothing is really new anymore and I specifically got the idea off the Belisarius series and just 40k'd the crap out of it. So here we are;
I present The Communion of the Core for your discussion, starting with a little bit of fluff.
Across unimaginable distances, messages flash, born of light that is not light; sending not words, but knowing. The Communion of the Core, all it's countless facets thinking, shifting, burning their timeless existences into the infinite void, pauses for an immeasurable moment to ponder.
It's innumerable minds branch off into a hundred thousand debates, arguments, philosophical discussions and even a minor war. Their non linear thoughts flash back and forth for an age that lasts picoseconds, and then Communion is restored. The decision reached, though complex and multi layered to the point of incomprehensibility, would appear thus to a lesser intelligence.
* Collective 17334191 has approached the detected Core-Lowspace bleed. Analysis indicates an ongoing Magnitude Three Event.
Further Analysis shows widespread presence of bioform sentient conduits. Lowspace breaches and bleeds occurring with alarming frequency. Likelihood of systemic bleed-over leading to High Magnitude Event approaches certainty.
Further noted are bioform units belonging to Species 919, indicating near approach of Vanguard Swarms, with a high probability that Infestation Swarm follows. Situation dictates sterilization. Collectives 17334193 through 17334221 dispatched.*
The Communion of the Core is a vast, many galaxy spanning entity. It is made up of a thoroughly large number of Facets, which are basic intelligences. These Facets form together into Shards, which are both composites and separate intelligences of greater power. Shards are subsumed into Actualities, which form into a Collective. Collectives can form into Paradigms, and they all make up the Communion.
It is important to note that while they exist as part of a larger whole, each facet, as well as all composites at all levels exist as discrete conscious constructs. They are nearly incomprehensible to colloidal, linear beings, but also protect the universe from disruptions to real, or core space.
In their eternal, galaxy spanning consciousness, the unfolding of the universe is akin to a symphony played out by the interactions of time and energy, and the bleedover of lowspace (the warp) is like nails on a chalkboard.
So, from a more basic standpoint, they are living crystal beings that transcend mortal morality and logic, are capable of constant and instant mental and physical change, and are vastly powerful.
Luckily for our galaxy, they lack any real means to traverse the space between galaxies in anything less than geological frames of time, and they are rather distant, and they are simply not that "good" at war from a biological standpoint. They either tend to copy basic forms of combat from those they encounter, use slow but ultimately unstoppable swarm tactics, or in the case most germane to the current discussion, make use of Praetors.
It is important to note that the Communion has, under their stewardship, hundreds of more "conventional" races, and at any time, a Collective will likely have a number of them traveling along with them, who wish to get out and see the universe for any number of reasons. The Collective will furnish this by creating a living area out of themselves in the physical center of the Collective, and allowing their passengers to basically do as they wish within.
In circumstances such as they find themselves, a lone Collective against a galaxy for the foreseeable future, they may enlist the aid of a more warlike being, creating a Praetor. They (the Praetor) will pass along tactical advice and such (although the Communion would never let them endanger themselves in the vulgar necessity of combat). The Praetors chosen by Collective 17334191 are mainly of a warlike race that favors close ranged warfare and ground based fighting. The Collective has split off into Actualities to facilitate the sterilization order, and the Praetors of the Actualities are given significant influence (allowing the Actualities to be given more personality).
My ideas for them are that Troops, Elites, Fast Attack, and Heavy Support would be primarily made up of Shards, two types for each, one holding up Close Combat, and one Ranged. Each Shard would consist of five Facets, and each Shard from the FOC would generate one point of Energy (power created by the Collective and handed down for use by the Actuality. The basic statlines for each unit would be 3/4 ws or bs, depending on their specialization, 4 T and S, 1 W, 2 I, 1 A (except for maybe an Elites of FA specialized CC unit) 10Ld, and a 5+Save. The Shards would have different ranged and cc wargear, specifically low str but also low ap. Then units could utilize Energy to activate further abilities. Generally it would be things like Bright Shield (unit gains a 3+ Armor Save and/or the 5+ save becomes Invulnerable; Slashing Edges (unit attacks as if they were equipped with power weapons -or rending),etc. They would also have Dis Incorporate and Incorporate, which would allow the Facets to merge into a single MC, with the same WS/BS, S and T representative of the unit, usually 6 or 5 depending on whether they are the more mobile or resilient units; Five Wounds, less any the Shard has lost; same I; number of A of the Shard at full strength -1 model; same Ld and Sv. Once the Shard drops below 3 wounds, they automatically dis incorporate and cannot reincorporate. Additionally they would posses Constructs which would be vehicles and/or walkers, probably one per FOC slot, which would only have one power they could use Energy for.
Additional powers would be things like spend a turn able to move like jump or jetpack units, gain +1Ws/I, Focus Weapons (increase S and/or decrease ap), Diffuse Weapons (reduce S and increase number of shots or fire with template.) I've got a general idea of units and such, but I am tired, so let me know if any of you like the idea. Later. Automatically Appended Next Post: Okay, upon rereading there are a couple of points I missed. They would all be stubborn, as they aren't really fearless, but their view of time is nonlinear so they don't fear destruction like we do, and though some general powers would carry over, mostly mobility powers would be restricted to FA units, HS choices would have firepower or physical capability enhancements, etc. Also, each Shard, by itself, could only utilize one Energy per turn. As Hq choices you could choose the following. Actuator - the consciousness of the Actuality -would be like a vehicle, enhance Energy using and allow greater usage in a radius. Modality - the artificial consciousness of the Praetor - enhances strategic and tactical abilities, and Conduits 0-4 units that are added to existing Shards, allowing them the ability to use up to two Energy a turn, maybe some other small benefits.
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This message was edited 1 time. Last update was at 2011/01/14 09:49:38
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![[Post New]](/s/i/i.gif) 2011/01/15 01:12:51
Subject: The Communion of the Core, my new race
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Longtime Dakkanaut
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Darn you also had the voltron idea of combining units, mines a bit different thankfully. You also seem to have a non physical hq as well, great minds eh! I like the general idea of energy for doing special stuff, pretty unique.
Maybe lay out your ideas in smaller chunks.
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Mary Sue wrote: Perkustin is even more awesome than me!
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![[Post New]](/s/i/i.gif) 2011/01/15 02:54:18
Subject: The Communion of the Core, my new race
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Stealthy Grot Snipa
Right behind you. No, really.
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Very Good!
Very original-the only overlap I see is that this is a little bit Hive-Mindey, but there is bound to be some overlap with all the races out there.
I love it!
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![[Post New]](/s/i/i.gif) 2011/01/20 23:30:23
Subject: Re:The Communion of the Core, my new race
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Guard Heavy Weapon Crewman
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This is really cool. Most of the 'new armies' posted here make me go "so what?", but this one actually seems fresh (even though the Hive-Mind is idea-space already explored).
"living crystal beings that transcend mortal morality and logic, are capable of constant and instant mental and physical change"
This in and (dis)incorporate idea had me thinking... What if their adaptability was the main theme of the army? Taking that concept to the extreme, what if all units started the same, but 'adapted' to their environment? Now THAT would be a very different army.
Okay, maybe that's going TOO far, but what if you had a smaller number of unit types, and each had the ability to shift into something drastically different? i.e. A unit of little cc guys incorporates into a tank-busting monster, two or three dedicated transport vehicles can disincorporate into a number of smaller fast-attack skimmers, an elites unit that can shift between three or four configurations if need be... It would take effort to keep them from being too OP ("Wait, you get short-range shooty unit that morphs into a cc MC when I get too close?"), or too repetitive ("Another long-range unit that becomes a short-ranged unit?"), but with some tweaking, I think that 'adaptability' could be a really intriguing theme. I'm imagining a huge crystalline MC that shatters into crystal shards before reforming into a vicious pack of ankle-biting pests... am I close?
EDIT: I'm sorry, I guess I sort of missed that the HQs were vehicles. Do they join units, or just operate with an effect bubble? For reasons of rules, the latter is easier, but I think the ability to merge with units fits better with the feel of the army... In any case, I think they could use a little more character, as the HQ is really the centerpiece of most armies... (more ideas below)
One that grants Fearless, Furious Charge, Counterattack, and maybe +1S(?), but unable to use shooting
A shooty type that grants +1 WS and the ability to modify the profile of weapons (trade AP for S?) at the cost of T and maybe armor
A defensive one that grants better armor, invuln at the cost of reduced cc attacks
A sneaky one that grants Infiltrate and +2 Stealth, but forces the unit to remain stationary?
One that increases movement, but removes the ability to do anything but move and run...
I'm imagining a place on the FOC table analogous to Priests or Enginseers in the IG - treated as HQ, but take up no FOC slots. The actual HQ would be reserved for an even more impressive enhancement - keeping in the spirit of a structured hierarchy, have it enhance the other HQs, maybe?
Of course, these could change from one Shard to another one nearby - even if you destroy a unit, the relevant Mind would likely move to another Shard nearby, but if there is no nearby unit, it's likely lost. So the army has a 'you can't stop us' feel, but the Conclave player has to be careful to keep the entire force undivided, or else it can be defeated, because the Shards sort of suck by themselves, and only really prosper under the leadership of the higher-ups.
I like the idea (love the introduction), and I think the little details (the exact bonus for dis/incorporating, the exact powers granted by Energy) can be hashed out later; I think the real effort should go into defining what your army IS, and how that is reflected in the Codex - what does a Conclave army look like? I know that IG looks like artillery and wimpy infantry, an Eldar army looks like several highly focused units, and Marines has a lot of touch mech - what is the calling card of the Communion? I'm not criticizing here, and if anything, I'm interested in learning more, and would appreciate the opportunity to contribute if I can...
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This message was edited 1 time. Last update was at 2011/01/21 18:18:38
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![[Post New]](/s/i/i.gif) 2011/01/20 23:33:44
Subject: The Communion of the Core, my new race
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Stabbin' Skarboy
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Sounds like the Slivers to me!
I hope you do more.
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MeanGreenStompa wrote:penek wrote:wtf is wrong with GW ???
It's being run by people with short term vision and enough greed to extinguish a sun.
Perhaps they're the C'tan. |
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![[Post New]](/s/i/i.gif) 2011/01/20 23:34:32
Subject: Re:The Communion of the Core, my new race
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Guard Heavy Weapon Crewman
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Also, you never really said, and I guess I just assumed, is the Communion a product of a higher dimension? Because I was sorta getting that vibe, but I'm not sure if that was the idea...
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![[Post New]](/s/i/i.gif) 2011/02/13 11:16:24
Subject: The Communion of the Core, my new race
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Posts with Authority
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Ah, I honestly forgot I posted this (I was slightly inebriated, and transitioned to seriously plowed).
To try to add a little more info, the way I envision the army is each facet being a slightly smaller than human crystalline structure of varying dimensions and shapes - mutable on a microscopic scale, but generally holding to straight lines. These would be able to Incorporate into basically a single larger version.
Although Infinitely mutable along the lines Honorguard was theorizing, they are bound by the finite amount of energy they can produce, as well as a limit on the overall amount that can be channeled through a single shard at once, which is why they have 'units' at all, they pre- form for the role they are planning to fulfill, as they have to pretty much construct all of their 'equipment' and integrate it into their physical makeup. The more specialized stuff is harder to create, taking more energy and time, which is another reason they limit battlefield changes, as without some time they couldn't rebuild some of their more advanced weapons. And they are from our dimension, they just have their own names for things.
Basically they would fall into the broad categories of
Shard - made up of component facets - basically the beings that are the communion, with certain enhancements and attachments set up for the battle (think weapons and armor)
and Construct - which is a rigid, nonliving creation built for a specific purpose, either piloted by a "crew" who are pretty much integrated into the physical structure, or remotely directed by other shards.
The Hq's I imagined as thus -
The Actuator - Think president/great leader/ chairman of an Actuality, the primary shards that make up the "mind" of the Actuality as a whole. They would be large, thus probably represented by vehicle rules, even though they are still made up of facets - there are more of them so they are able to channel more power and with greater speed, but their mutability is limited by the fact that they cannot dis Incorporate, as they are doing the thinking for the Actuality as a whole, while also fighting in the battle.
They would work as a focus for the Communion forces, allowing more efficient power channeling in a radius around them (represented by them allowing units within a range to use 2 power a turn instead of 1). Their offensive powers would be limited, but they would be able to use many abilities to coordinate and synergize with other units. Say healing themselves or other shards, etc.
Modalities would be a more personalized character, as they are basically living crystal avatars for the minds of the Praetors. They would fall somewhere around the size/scale of an assembled Shard - ie a MC. Instead of enhancing the "powers" aspect of the Communion, they would act as both a potent fighter and enhance the range of tactical abilities available (granting things like scouts, infiltrators, etc.) They would have powerful weapons but be limited in using Energy to enhance their abilities - their minds are unable to process data in the way the Core is.
Conduits are intended to be a 0-4, doesn't take up a FOC kind of thing - basically a super advanced processor/ superconductor that is integrated into a specific shard before the battle - not very intelligent of themselves, more of an upgrade.
- now I do like the idea of the whole merging/joining units aspect, but I would rather limit it some for playability. Say mix my idea of the Actuator healing a shard with yours - A shard withing a certain radius of an Actuator may Incorporate with the Actuator, basically removing it from play. It may then deepstrike back in the next turn, wounds restored?
As far as other units I had the rough ideas of
Troops -
Custodial Shard - the more defensive oriented Troop,
WS BS S T W I A LD Sv
3 3 4 4 1 3 1 10 4+
3 3 6 6 5 3 4 10 4+
Light Projectors
can use Cutting Blades, Bright Shield, Dis/Incorporate, Focused Beam, Dispersal Beam
Sanitation Shard - the more offensive Troop
WS BS S T W I A LD SV
4 3 4 3 1 3 1 10 5+
4 3 6 5 5 3 4 10 5+
Light Beamer, Smartedge
can use Cutting Blades, Bright Shield, Dis/Incorporate,
Dispersal Beam, Enhance
Sterilization Construct - A construct hosting a swarm of microstats designed to break down matter into components
F S R Bs
11 11 11 4
Skimmer
All friendly units within 12" benefit from a +1 to their cover save, or a 5+ if they don't have a cover save already. The Construct itself benefits from a 4+. Any enemy unit that begins it's turn within 12" of a sterilization construct takes d6 hits that wound on a 4 and are rending. Vehicles suffer a glancing hit on a 4+. Cover saves are not allowed.
Focused Swarm - range 18", S -, ap -, heavy d6. Always wound on a 4+, rending. Glances vehicles on a 4+ cover saves are not allowed.
Elites
Morphic Shard - a mid ranged, reactive unit.
WS BS S T W I A LD SV
4 4 4 4 1 3 1 10 5+
4 4 6 6 5 3 4 10 5+
Light Blaster
Stealth, Move through Cover
can use Dis/Incorporate, Bright Shield, Focused Beam, Blink, Fade
Forward Shard - advanced infiltrators
WS BS S T W I A LD SV
4 3 4 3 1 3 1 10 6+
4 3 6 5 5 3 4 10 6+
Light Beamer, Smartedge
Infiltrate, Scouts, Acute Senses
can use Dis/Incorporate, Bright Shield, Blink, Cutting Blades
Fast Attack
Modial Shard - think assault squad
Ws BS S T W I A LD SV
4 3 4 3 1 4 2 10 5+
4 3 6 5 5 4 8 10 5+
dual smartedges
scouts, fleet
can use Dis/Incorporate, Bright Shield, Cutting Blades, Mass Reduction
Interdiction Shard
WS BS S T W I A LD SV
3 4 4 4 1 3 1 10 5+
3 4 4 4 5 3 4 10 5+
Light Ripper
can use Dis/Incorporate, Bright Shield, Focused Beam, Mass Reduction
Ravager Construct - A walker, obviously
WS BS S I A F S R
4 3 6 3 4 12 11 10
2 Light Beamers (may fire in dispersed mode), Dual Smartedges
can use Mass Reduction
Heavy Support
Projector Shard -
WS BS S T W I A LD SV
3 4 4 4 1 2 1 10 4+
3 4 6 6 5 2 4 10 4+
Heavy Light Projector
Slow and Purposeful
can use Dis/Incorporate, Bright Shield, Focused Beam, Dispersal Beam
Enforcement Shard
WS BS S T W I A LD SV
3 3 4 5 1 2 1 10 3+
3 3 7 7 5 2 4 10 3+
Heavy Light Ripper
Slow and Purposeful
can use Dis/Incorporate, bright shield, Focused Beam, Light Blast
Warbringer Construct
BS F S R
4 14 14 12
Skimmer
1 Twin Linked Heavy Light Projector
2 Twin Linked Heavy Light Ripper
May use Focused Beam
Facets
Range S AP Type
Light Beamer 8" 3 4 A3
Light Projector 18" 4 4 RF
Light Blaster 30" 3 3 RF Pinning
Light Ripper 18" 5 4 A2
Heavy Light Projector 36" 7 3 H1
Heavy Light Ripper 24" 6 3 H3
Shard
Range S AP Type
Beamer 12 4 4 A8
Light Projector 18 4 4 A2 Blast
Light Blaster 30 4 3 A2 Blast Pinning
Light Ripper 18" 6 4 A6
Heavy Light Projector 36 8 2 H1 Blast
Heavy Light Ripper 24 6 3 H Large Blast
.... It's time for bed, I'll write up the Energy Powers tomorrow.
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![[Post New]](/s/i/i.gif) 2011/02/13 16:34:07
Subject: Re:The Communion of the Core, my new race
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Storm Trooper with Maglight
Buffalo NY, USA
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It's really hard to judge this army because you don't have squad sizes or point values.
I will say that I like the whole feel of it though. It's not so much 'HiveMind' in my opinion as it is almost 'Electronic Cirucuts' where each component augments the whole and the limitation of power being based on how much can flow through one point is brilliant! I would like to see it carried in this direction a little more, but that might be because of my degree. Very cool idea, very inspiring.
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ComputerGeek01 is more then just a name |
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![[Post New]](/s/i/i.gif) 2011/02/13 16:48:22
Subject: The Communion of the Core, my new race
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Fresh-Faced New User
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I have to ask do you want a specialized army or another space marine (I can do everything equally well) sort of thing. Beginners or advanced? can it be compared to another race such as eldar? does it have any apocalypse units? what is the wargear? what is the FOC? how many points does stuff cost? Am I being extremely annoying right now?
sorry for being so annoying but I think these are questions you have to answer so that people know what you are trying to go at here.
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![[Post New]](/s/i/i.gif) 2011/02/13 20:29:18
Subject: The Communion of the Core, my new race
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Posts with Authority
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Oh yeah, sorry. Each Shard is made up of five facets - thus the five wounds in the MC form. So squads of five, which means it is a small army, but with the proper application of Energy, the units can become quite powerful. There really isn't much in the way of wargear, I wanted to differentiate them as much as possible, so it's more about which powers each unit can use to make them stand out.
They should be a relatively generalist army since each unit has so much they can be enhanced to deal with, plus being able to switch back and forth from MC to infantry is useful. Points are going to be relatively high end, but it's hard coming up with the actual values until I have every laid out. I haven't turned any thought towards apocalypse yet, just trying to get the basic army out - but there is no reason they could not have larger constructs or Shard assemblies. Okay, now on with the rules
Okay, I forgot to put Smart Edges in with the rest of the weapons - they are specialty designed nano systems that dig into and rip apart molecular bonds, which make CC attacks rending. If you have dual Smartedges, you can also reroll failed wounds.
And now for the Energy Powers. Unless otherwise noted, each Power requires the use of one Energy Point
Dis Incorporate - Used at the start of the Movement Phase- the Shard breaks down into it's component facets - replace the Shard with Facets equal to the number of wds remaining, in squad coherency. They may not move further, but may run, shoot, and assault as normal.
Incorporate - Used at the start of the Movement Phase - The Facets combine to form a Shard. Cannot be used if fewer than three Facets remain in the unit. Replace any on of the Facets with a Shard. The Shard may not move further, but may run, shoot, and assault as normal.
Bright Shield - Used at the beginning of the turn. The Shard gains a 3+/5++, may not benefit from the Stealth rule while this is active, and if night fighting rules are in effect, enemy units may target the Shard using normal shooting rules. Lasts until the beginning of the player's next turn.
Cutting Blades - Used at the beginning of the players Assault phase, the unit counts as having power weapons. If assembled into a Shard, the Shard gains +1 Strength. Lasts until the beginning of the player's next turn.
Focused Beam - Used at the beginning of the players Shooting phase - if in facet form, add +1 S and +6" range to their shooting attacks. If in Shard form, add +2 S, -1 Ap + 6" range, and remove Blast. Lasts until the end of that shooting phase.
Dispersal Beam - Used at the beginning of the players shooting phase - If in Facet form
Light Beamer, Light Projector, and Light Ripper now fire as Assault 1 template
Heavy Light Ripper fires as Assault 1 twin linked template
Light Blaster is 24" S3 Ap3 Heavy 4
Heavy Light Projector is 30" S6 ap3 Heavy 1 Blast
If in Shard Form -
Light Beamer becomes H2 Template
Light Projector becomes Large Blast
Light Blaster becomes 24" Large Blast
Light Ripper becomes S5 Ap4 Template* Fires like a hellhound.
Heavy Light Projector becomes 30" S7 Ap 3 H1 Large Blast
Heavy Light Ripper becomes 18" S5 Ap3 Heavy 2 Large Blast
Enhance - Used at the beginning of the players Assault Phase, Shard now benefits from +1 WS and +1 I. Lasts until the start of the player's next turn.
Blink - Used at the start of the Player's turn, Shard may move as if it were Jetpack Infantry. Counts as having assault grenades. Lasts until the end of the player's turn.
Fade - Models with Fade may deepstrike. Used at the beginning of the player's turn. Unit is removed from play. At the beginning of the next turn unit may deepstrike anywhere on the table more than 6" from an enemy unit. Does not scatter. May run and shoot as normal.
Mass Reduction- Models with Mass Reduction may deepstrike as if they were jump infantry. Used at the beginning of the player's turn. Unit may move as if it were jump infantry. Unit does not have to test for dangerous terrain. Gains Furious Charge.
Light Blast - Used in the players Assault Phase. Models with Light Blast may exchange their normal attacks for an automatic hit on any models in base to base at their normal Str value. Wounds caused by this count double for determining who won the assault.
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