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They would be a Hard Science Fiction (as much as a 40k faction could be HSF, anyway) starfish aliens.
The Kool-Aid Man is NOT cool! He's a public menace, DESTROYING walls and buildings so he can pour his sugary juice out for people!"- Linkara on the Kool-Aid Man
htj wrote:I break my conscripts down into squads of ten, then equip them with heavy weapons and special weapons. I pay 1pt to upgrade their WS, BS and Ld, then combine them into larger squads when deployed. I've found them to be quite effective.
A low to medium model count army with no vehicles that can abuse deep striking, have stacking necrotic auras (to leadership values, armour/invulnerable saves, movement distance, toughness) to promote short-medium range combat and mellee attacks that can regenerate wounds on some units, or convert models into slaves via brain worms.
Necrotic weapons -
Vile and fearsome weapons, Necrotic weapons are known for their necrotizing of the flesh and corrosion of armour. Whenever a Rot weapon successfully wounds (regardless if the target failed it's save or not) or penetrates/glances an enemy model, roll a d6. On a six unless otherwise noted, deal a second additional wound or glancing hit with the same AP value. Though the rot weapons they allow their mercenaries to hold are mostly conventional guns, those held by the Slaugth themselves are like regalia or melee weapons capable of projecting their wailing beams.
Rot pistol - Profile (Range: 12", Strength: 4, AP: 5, Rules: Pistol, Rot)
Rot gun - Profile (Range: 24", Strength: 4, AP: 5, Rules: Rapid fire, Rot)
Necrotic Wand - Profile (Range: 12", Strength: 4, AP: 4, Rules: Pistol, 5+ Rot)
Necrotic Sceptre - Profile (Range: 24", Strength: 4, Ap: 4, Rules: Assault 2, 5+ Rot, Power Maul)
Necrotic Beamer - Profile (Range: 30", Strength: 5, Ap: 3, Rules: Heavy 4, 5+ Rot)
Necrotic Lance - Profile (Range: 30", Strength: 8, Ap: 2, Rules: Heavy 1, 5+ Rot, Power Axe)
While not new, I would love the Rouge Trader Tyranids back with the Zoats as well I would love to have the Slaan back. The Slaan for those that dont' know would be the Lizardmen or I guess now Sepheron.
Still Slaan sound better.
This message was edited 1 time. Last update was at 2017/01/12 02:10:52
Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".
drunken0elf wrote: Some guard worlds are still in the medieval era and are left untouched because they aren't trusted with 40k technology.
Could be fun to see som medievalesque troops but upgraded by th mechanicus. Say a bunch of crossbowmen with explosive tiped bolts.
I was going to suggest something like this even though the original poster said non human. I would love non Imperium humans that are not with Tau but I am sure someone will come in and say that the Emperor got everything and this couldn't happen or if it did happen there is no way they could be as technologically advanced as the Imperium or the might Space Marines. In fact I think they would be 10 000 years more advanced than the Imperium and would have been interesting to see.
Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".
A low to medium model count army with no vehicles that can abuse deep striking, have stacking necrotic auras (to leadership values, armour/invulnerable saves, movement distance, toughness) to promote short-medium range combat and mellee attacks that can regenerate wounds on some units, or convert models into slaves via brain worms.
Necrotic weapons -
Vile and fearsome weapons, Necrotic weapons are known for their necrotizing of the flesh and corrosion of armour. Whenever a Rot weapon successfully wounds (regardless if the target failed it's save or not) or penetrates/glances an enemy model, roll a d6. On a six unless otherwise noted, deal a second additional wound or glancing hit with the same AP value. Though the rot weapons they allow their mercenaries to hold are mostly conventional guns, those held by the Slaugth themselves are like regalia or melee weapons capable of projecting their wailing beams.
Rot pistol - Profile (Range: 12", Strength: 4, AP: 5, Rules: Pistol, Rot)
Rot gun - Profile (Range: 24", Strength: 4, AP: 5, Rules: Rapid fire, Rot)
Necrotic Wand - Profile (Range: 12", Strength: 4, AP: 4, Rules: Pistol, 5+ Rot)
Necrotic Sceptre - Profile (Range: 24", Strength: 4, Ap: 4, Rules: Assault 2, 5+ Rot, Power Maul)
Necrotic Beamer - Profile (Range: 30", Strength: 5, Ap: 3, Rules: Heavy 4, 5+ Rot)
Necrotic Lance - Profile (Range: 30", Strength: 8, Ap: 2, Rules: Heavy 1, 5+ Rot, Power Axe)
I was going to suggest something similar to brain stealers but this is really cool.
I don't break the rules but I'll bend them as far as they'll go.
I would like to see a Grot/Grechin Army properly fleshed out.
In Rogue trader and to a lesser extend 2nd edition, the Grots (known as gretchin) were the backbone of ork society. They were the ones who acquired the food, they were the ones who gathered the parts that the mek used to build with, they were the ones who created the ork structures, and they didn't do it because they were forced to (most of the time), but because they were able to sell these things for ork teeth.
The Orks generally didn't just take what they want from the gretchin, because If they did, the gretchin would be less likely to deal with that ork resulting in him not getting the good stuff, but also because it made the ork look weak - look, he has to pick on the gretchin because he is to scared to fight a real ork.
The gretchin would also often learn the basics of the meks and the docs by acting as their assistants because the orks didn't want other orks assisting them and stealing their ideas.
Or though the Orks wouldn't treat the gretchin with much respect, there would be something in both their culture and their genetic makeup that prevents them from just killing them for the sake of it.
This would mean that it would be entirely possible for Gretchin to live and operate in total independence of the orks.
I want Kroot Mercenaries/Kroot Hunters. Kroot inspired by the aliens from the Predator movie would be sick as hell. I'm surprised we don't have a rip off of them considering 40k has ripped off everything else.
If you beef up the Kroot a little, give them more tech (cloaking especially, and make them more evil you have the 40k space Yajuta. It could easily be said these are the original space faring Kroot the Kroot turned from and abhorred their primitive wussy kin who turned away from the glory of their space empire.
I am the Kroot and the Kroot is with me. I know you are listening GW. Please do it.
Edit
The Kroot Hunting Clans would be a highly elite and customize force. The ultimate ability of a Hunting Clan Elder Chief would be to take one weapon relic or faction equivalent from any other faction and use it for himself. It does have to be a weapon that can fit in his hand/the model. This represents him being the ultimate hunter who can take the best trophies. Other Kroot Hunters can take basic non-heavy weapons options from other factions in addition to their own extensive list.
A confederation of different aliens could be cool. Three different xenos basic troops, specialist varieties of those troops for other slots.you can mix and match or create a pure army. Make them... More human. Individuals, no greater good, hive mind, brooding loner stereotypes. Maybe they trade in the destruction of one aliens foes for their own. Xenos don't really get battle brother allies unless they're eldar or tau, everyone else is SOL. Could fix that, expand the universe, and keep it to one codex. Could do it as a side supplement meant to be allies ala skittari, but xenos only.
So the Tau basically but more of a focus on the various aliens. There is something in lore kinda like that far to the galactic north of Tau but I forget what they are called.
I'd like GW to really play with scale, every army has a human-sized troop at its core with cavalry, warmachines and giants mixed in. So some ideas...
Growlers - This was a faction in the short lived Vor the Maelstrom game, giant hulking monsters wtih nothing but teeth and claws. I'd bring them in as an army with nothing smaller than a troll, and most troops the size of a giant.
Star Dragons - Same idea, nuttin but big guys. A whole army of enormous million-year lizards flying through the aether breathing bolts of plasma. Of course with the rules in the state they're in, an army of flying monsterous creatures is probably broken.
Enslavers - Old Rogue Trader creature, one of the most Lovecratian of the aliens. Psychic warp creatures that turn people into mind-wiped zombies. So you could do them in one kit.
These sound like what you want slip. They are like a mini-Tau if the Tau were complete donkey-caves. If there's ever an underdog Empire that will someday destroy the Tau who conquer the galaxy in Warhammer 45-50k plot dictates it will be these underdogs (unless GW comes up with something else in all the time irl that would take).
cosmicsoybean wrote: I would be happy with almost any non-humanoid, non SPESS MURRENZ faction.
Me too we need more Xenos diversity big time. I'll even take a Tau-Auxiliaries book. The revamped squats via Demiurg have gotten a lot of positive feedback in the end of the Tau BFG Armada game trailer and in the game itself despite being one unit and only having a few cool lines.
This message was edited 1 time. Last update was at 2017/01/12 05:36:02
Lord Castellan wrote: They would be a Hard Science Fiction (as much as a 40k faction could be HSF, anyway) starfish aliens.
I suddenly noticed the profound lack of tentacle-things in 40k
Automatically Appended Next Post:
Kid_Kyoto wrote: I'd like GW to really play with scale, every army has a human-sized troop at its core with cavalry, warmachines and giants mixed in. So some ideas...
Growlers - This was a faction in the short lived Vor the Maelstrom game, giant hulking monsters wtih nothing but teeth and claws. I'd bring them in as an army with nothing smaller than a troll, and most troops the size of a giant.
I took a look at The Shard from VOR. Really cool concept of beings of pure light and energy.
Kinda like the Drej from Titan A.E.
This message was edited 1 time. Last update was at 2017/01/12 06:31:36
I think that there's a tremendous opportunity to introduce small factions with really unique ways of playing, using the same templates and small codices as pioneered by Harlequins, Skitarii and GC Cults.
I'm not certain that the 40k universe has room for another big threat. It's already pretty crowded with Chaos, Tyranids and Necrons. However there's tons of smaller armies they can do based on existing brief fluff and mentions
On the human front I'd love to see a Blood Pact army, with organised Khorne-worshipping footsoldiers backed up by light Stalk Tanks. Think skirmish IG, except with Furious Charge and some other Khornate goodies, backed up with walkers that can shoot but are also pretty nasty in CC.
I'd love to see a Knight World militia army. Something that's meant to accompany an Imperial Knight, made up of more medieval-style militiamen with archaeotech/Ad Mech rifles and kit and suchlike. I suppose kitbashed Skitarii/AoS Empire would do the trick though...
As for known xenos Kroot Mercenaries is also another great option as would Eldar Exodites
If you want to go a little further and expand on something completely alien there's kickass options like Bhargesi or Hrud
I wouldn't. Period. GW already can't keep up with the factions they have. The last thing we need is more. When GW can update all their existing armies in a timely fashion, then maybe we can start thinking about adding factions. Until then, they should strive towards that goal, not make it harder and harder to reach.
Lets not and say we did, because the last thing 40k needs is another wrench in the operations.
In fact thinking about it, how about just no, yeah just lets go with no, absolutly not, do not pass go, do not collect 200 bucks. let GW some how by the grace of god balance their current armies first.
This message was edited 1 time. Last update was at 2017/01/12 14:21:20
Tokhuah wrote:Since I think adding another faction is a bad idea I will suggest the most horrible thing I can think of: Naboo
Isn't he a Sith Lord? Can't remember the article now that suggested that can be the case. In most cases it's not true, but it was still a good read and brought up good points non the less.
Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".
Grand.Master.Raziel wrote: I wouldn't. Period. GW already can't keep up with the factions they have. The last thing we need is more. When GW can update all their existing armies in a timely fashion, then maybe we can start thinking about adding factions. Until then, they should strive towards that goal, not make it harder and harder to reach.
this is just a fun exercise for us forum goers. not meant to be a practical suggestion
A proper Kroot Mercenary codex would be neat, especially if it had a well-rounded decurion as well as expanding on their options (assorted kroot beasts, Coldfire Kindred, Kroot Shamans, etc)
Tokhuah wrote: Since I think adding another faction is a bad idea I will suggest the most horrible thing I can think of: Naboo
Hey, the Gungans themselves had some pretty neat looking weapons! Plus they cast out Jar-Jar into the abyss of the surface world as punishment for his many crimes so they can't be all bad...
... wait, that might be the version in my head. But still! Neat weapons. Not all bad.
Personally I'd much rather see GW put more effort into minimizing the factions/models and concentrating on the actual quality of those present (i.e. rules and sculpts). I'd have much rather seen plastic Aspect Warrios than Harlequins, etc. I'd much rather have seen revised or better rules for heaps of things over "new" content.
Kid_Kyoto wrote: Star Dragons - Same idea, nuttin but big guys. A whole army of enormous million-year lizards flying through the aether breathing bolts of plasma. Of course with the rules in the state they're in, an army of flying monsterous creatures is probably broken.
Smaller ones as just jump mcs instead and as the core while still having the giant fmc ones should fix it.
Elbows wrote: Personally I'd much rather see GW put more effort into minimizing the factions/models and concentrating on the actual quality of those present (i.e. rules and sculpts). I'd have much rather seen plastic Aspect Warrios than Harlequins, etc. I'd much rather have seen revised or better rules for heaps of things over "new" content.
But..."new" content sells.
this thread is just for fun and for some creativity