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New Unit Concepts for your army of choice @ 2018/01/28 05:38:29


Post by: Verviedi


What’s a unit you’d really like to see added to your army? For example, something that you like the idea of, would fill a hole in your range, or just necessiate a really cool model. Realism or sensibility is not necessary, this is for fun conceptual wishlisting.

My entry -
Mechanicus Autovenatorae-
Equipped with high-capacity sensor arrays and grafted with biomechanical winged antigravity units, Autovenatorae serve as airborne reserves and advance scouts for Explorator forces.
They’d have to have highly augmented wings, with artificial claws, and likely some sort of phosphor sniper weapon for marking enemy positions.


New Unit Concepts for your army of choice @ 2018/01/28 06:23:50


Post by: Lance845


Tyranid Norn Queen.
If the Swarm Lord is a chapter Master the Norn Queen is a Primarch. A plastic, LoW choice for nids. Melee and Gun options synapse and psychic powers.Some Aura buffs that really enhance the swarm another notch.


New Unit Concepts for your army of choice @ 2018/01/28 07:22:46


Post by: Racerguy180


I wish they had a grenade launcher firing melta bombs for Salamanders

or magnum flamers w 12" range overwatch on 5's


New Unit Concepts for your army of choice @ 2018/01/28 07:35:52


Post by: NoiseMarine with Tinnitus


Tinkering with Ad Mech at the moment.

Not very original but I would like to see the Macrocarid Explorator porting to 8th - fingers crossed for Fires of Cyraxis.

Also, I like the look of the new 'baby' knight which has been announced for the Ad Mech - so that is covered.


New Unit Concepts for your army of choice @ 2018/01/28 08:59:25


Post by: AnomanderRake


Beyond the "I want all the 30k stuff ported forward!" for both AdMech and the Talons? Possibly a less lazy set of Sisters of Silence models; I can't be the only one immensely disappointed by the fact that the Pursuer Cadre turned out to be a half-a**ed Beastmaster unit rather than a jetbike squad or the like.


New Unit Concepts for your army of choice @ 2018/01/28 09:01:52


Post by: BrianDavion


for custodes I'd like veneralbe crusader and redempter land raiders.


New Unit Concepts for your army of choice @ 2018/01/28 09:03:14


Post by: AnomanderRake


BrianDavion wrote:
for custodes I'd like veneralbe crusader and redempter land raiders.


Please no. Put the Land Raiders spraypainted gold away and give us the skimmers.


New Unit Concepts for your army of choice @ 2018/01/28 09:05:22


Post by: ERJAK


Sisters of battle bike unit, more ducati, less chopper.

Move 14 T4 2W 3+ 6++ 3A each bike has a flamer and the riders have repentia eviscerators. No idea on pts, would have to playtest.

It'd be nice to have people run in fear of SoB CQC.


New Unit Concepts for your army of choice @ 2018/01/28 09:06:43


Post by: BrianDavion


 AnomanderRake wrote:
BrianDavion wrote:
for custodes I'd like veneralbe crusader and redempter land raiders.


Please no. Put the Land Raiders spraypainted gold away and give us the skimmers.


custodes land raiders date back to at LEAST the inital heresy visions book.


New Unit Concepts for your army of choice @ 2018/01/28 09:54:06


Post by: Iron_Captain


Dark Eldar Sslyth warriors.
Can either be armed with two guns to make an elite shooting unit or two blades for an elite melee unit. Or even four blades. Or two blades and a gun. Or four pistols... So much possibilities!
Additionally, there should be a sslyth vehicle that provides a bit more staying power than the usual DE stuff.
Would make for cool new models I think.


New Unit Concepts for your army of choice @ 2018/01/28 11:05:01


Post by: ScarVet101


I'd love to see most armies get their gaps filled 1st

SM, DA, BA & SW - a Lord of war (that isn't a Primarch or FW) Custodes, Harlequins - a Flyer
Daemons, GD - LoW & Flyer
Admech - transports and Flyer

(anyone I've missed?)


New Unit Concepts for your army of choice @ 2018/01/28 11:16:06


Post by: C4790M


I’d like GSC to get fleshed out with some more hybrid variants and some more mining equipment:

Some sort of genestealer morph in the fast attack slot (maybe no invuln and one less attack, but cheaper, or maybe a hound-stealer hybrid like the one from alien 3)

A lord of war for the cult - a baneblade-sized vehicle with mining lasers and a giant drill on the front. 40+ transport capacity would be nice too


New Unit Concepts for your army of choice @ 2018/01/28 11:29:40


Post by: Gitdakka


Flying bomb squigs for orks.
Or any kind of squig unit


New Unit Concepts for your army of choice @ 2018/01/28 11:48:52


Post by: Mmmpi


ERJAK wrote:
Sisters of battle bike unit, more ducati, less chopper.

Move 14 T4 2W 3+ 6++ 3A each bike has a flamer and the riders have repentia eviscerators. No idea on pts, would have to playtest.

It'd be nice to have people run in fear of SoB CQC.


This, totally this!

I was just talking to a friend about making sisters bikers, but not knowing what army to make them in.


New Unit Concepts for your army of choice @ 2018/01/28 11:58:05


Post by: Blackie


Orks: a battle tank with no transport capacity, something similar to a leman russ, vindicator or predator.

Space Wolves: another wolfy unit to make SW less SM dependant. I'd like some sort of T3 cheap little werewolves, like cultists/guardsmen with wolfy look

Drukhari: biker HQs and maybe a huge coven monster. For huge I mean something like the mawloc, not the garg squiggoth.


New Unit Concepts for your army of choice @ 2018/01/28 13:03:51


Post by: Fafnir


Sisters with jump packs, spears, and hit and run.

Celestians with access to storm shields and power mauls.

Inquisitors with access to options.

Daemonhosts that have a datasheet closer to a mini Daemon Prince.


New Unit Concepts for your army of choice @ 2018/01/28 13:13:20


Post by: MrMoustaffa


Imperial Guard vets with actual specialized roles like camo gear, demolition gear, and carapace armor, as well as more wargear options. We lack an actual unit that represents normal guardsmen specializing like that now and it killed a lot of conversions many players had. Would help make up for vets being elites when Stormtroopers are troops too.

Ideally abilities would be less focused around shooting and more about making the vets skilled at filling weird little commando type roles. Heck maybe even give them an option to outflank or something if appropriately priced.

Other than that, I always felt that we needed just a good old generic truck, be it FW or GW. Basically just a 40k deuce and a half, whatever the Ork trukk is based on. Doesn't even have to be made for combat or anything, it would just be awesome for conversions, dioramas, and making a cheap deathrap transport that could be used to shuttle guys up the board if you feel risky. No real weapons aside from a heavy stubber/storm bolter mounted over the cab and keep it simple. Just seems odd that even FW never capitalized on that yet we got an arvus lighter which is the same thing but for space.

Heck more civilian anything for 40k would be nice. Makes great terrain and material for IG, chaos, orks, and genestealer cults to loot/press into service. Little technical trucks that each of those could steal and mount with faction appropriate weapons would be really cool. Make them made of paper but dirt cheap and Bing bam boom.


New Unit Concepts for your army of choice @ 2018/01/28 13:14:50


Post by: SilverAlien


DG: a chemical weapon DG unit, either based on normal PM or terminators. Just so I could load a unit down with all the new guns from the codex.

Admech: some sort of flyer, probably a transport.

CSM: I'd like to see some small type of daemon engine, the size of a normal SM, as an infantry option. It'd be basically all I need to get pseudo dark mechanicus army going.





New Unit Concepts for your army of choice @ 2018/01/28 13:16:49


Post by: Kanluwen


For Mechanicus? I'd like to see something in the vein of the Thanatar size-wise.
Have the thing set up as a slow moving gun platform armed with a mortar or other indirect fire weaponry and has the ability to deploy 'spider-mines' that act like Spore Mines but can't fly.

Skitarii Cohort Commander--HQ option
Enhanced Broad-Spectrum Data Tether: It's a Broad-Spectrum Data Tether that counts instead as an Enhanced Data-Tether for units within 3". Would make it so that Skitarii units within 3" when you activate Doctrina Stratagems? You get +2BS on your stuff.

Weapon-wise? I'd say it would depend on the size of the model.
If he's going to be the size of Cawl or a Kastelan, give him Cognis Autocannons or Lascannons grafted in lieu of an arm. Hell, we could get fancy and have him with Radium Jezzails for arms.


New Unit Concepts for your army of choice @ 2018/01/28 13:43:09


Post by: Strat_N8


For the GSC:

ELITES: Would love to see some cheap support characters added here. A Demolition Specialist in particular would be nice, someone that buffs Demolition Charges and Blasting Charges in some fashion. The old codex also mentioned one Cult that had taken over a medical world so maybe some sort of hybrid medic/alchemist would be neat too. Also would love to see an Aberrant variant to capitalize on their need for a kit and maybe the old Ymgarl Genestealers could come back as a "character" GSC unit (seeing as their fluff fits in perfectly with GSC mechanics).

FAST: I'd love to see a variant of the Arvus Lighter added to the Cults since it seems perfect for them in almost every regard (civilian vehicle, transport of 6 for carrying small assault or demolition squads). Also Acolyte and Neophytes on civilian bikes would be neat as a fast ground unit, with Neophytes perhaps with attack-bike style sidecars carrying a Heavy Stubber or Flamer while Acolyte bikers get access to Demolition Charges. Also possibly move the Goliath Rockgrinder here if a heavier mining vehicle were added to Heavy Support, with it being faster and lighter.

HEAVY: Mainly would like to see a mobile drilling platform to act as pseudo-artillery support with massively scaled up versions of the Seismic Cannon and Mining Laser. Also would love to see a large mining bulldozer or similar vehicle added as a "heavy tank/transport" sort of unit to supplement Russes and Rockgrinders. Also perhaps have an alternate build for Aberrants acting as a Devastator-equivalent with multiple mining heavy weapons as a Heavy Support option too.


New Unit Concepts for your army of choice @ 2018/01/28 13:55:19


Post by: inirlan


Chaos : Possessed who are actually good. Like the 30k Gal Vorbak.

An open topped land raider stripped of its weaponry in which you can stuff 20+ angry dudes.

Non-FW traitor guard rules. I've been waiting for that since I started 40k.

IG : More Ogryn. Ogryn heavy weapon guys wielding twin-linked autocannons like in the RPG. Drugged up powers word wielding ogryn shock troops.

The old camp cloak or carapace armored vets.

More rough rider love.



New Unit Concepts for your army of choice @ 2018/01/28 13:57:42


Post by: Valkyrie


An Admec transport, just something that can carry 10 Skitarii or 3 Kataphrons in relative protection, I have in mind an Onager with 6 legs and a troop compartment.Hell, even if GW said "put some Admec decals on a Rhino" I'd be happy with that.

We build all the Imperium's transports, how come we don't get any?


New Unit Concepts for your army of choice @ 2018/01/28 14:03:12


Post by: Elbows


The only Eldar thing I believe needs rectifying is a proper Avatar of Khaine. The current one is stuck with the old model, which I love. However because of its size, the rules for the Avatar have just become progressively worse over editions as the Greater Daemons have become giant plastic kits.

In 2nd ed., etc. when they were all the same scale they were all equally tough and scary. As the Avatar has been out-scaled, GW have seen fit to continually minimize the rules, making it less and less impressive. In reality the Avatar should be one of the most fearsome units in the game.

Even if the points cost went up, the Avatar should be far grander than it is now, and I just think that's a result of GW's failure to produce a plastic kit for it after 24 years.

Even when I field one, my opponents ask "Okay, so how good is the Avatar?" and my answer is "He's not...he's expensive and he dies easily".


New Unit Concepts for your army of choice @ 2018/01/28 14:18:53


Post by: nou


More Harlequins - a bike HQ, Mimes and some true Heavy support options, either in a form of a heavier skimmer or a sentinel.

For Craftworlders I second a proper Avatar of Khaine, as it is not really a model option at this point... I do have a lead one from my old days, but he is hilariously small compared to other monstrous creatures out there. It is also so outdated, that even GW official photosets utilise FW one.


New Unit Concepts for your army of choice @ 2018/01/28 14:28:24


Post by: Overread


Right now I'd say

Tyranids - a Plastic Titan class unit. It's basically the only thing that Tyranids currently lack in their roster, otherwise they are pretty much a complete army as far as I can see these days.

Chaos Demons - stuff for Slannesh - anything! Although I've always felt that they'd be ideal to add a basic troop type with ranged weapons.

Most armies (esp xenos) - now that GW has formally introduced the concept of subfactions within all primary armies as a mechanic I see it as a means toward new models. As armies get more fleshed out they reach a point where it becomes hard to add viable units without invalidating earlier units or without just bloating the unit roster.
So I'd say add units that are restricted to specific niche groups within factions. This way new units can be added, without bloating the army roster and without unbalancing the army structure. It also lends a way to give greater power to mono-sub-faction armies.


New Unit Concepts for your army of choice @ 2018/01/28 15:14:27


Post by: Bichop


Bikes for the Imperial Guard. If we have no more horses, give us motorbikes!

Primaris bikers too.

And Slaaneshi models, Slaanesh needs love.


New Unit Concepts for your army of choice @ 2018/01/28 15:48:37


Post by: bullyboy


Hmmm, let's see...

Ravenwing....tough because we just got a new character in the Talonmaster, so maybe a lancer bike sqd.
Eldar Iyanden.... a Wraithlord character (that is not a FW wraithseer) with some type of D-scythe/cannon weapon.
Harlequins...as mentioned, a flyer
Iron Warriors....siege weapon


New Unit Concepts for your army of choice @ 2018/01/28 15:57:25


Post by: JNAProductions


Shooting units for Daemons. Like, a decent amount of quality shooting for every god.


New Unit Concepts for your army of choice @ 2018/01/28 16:23:15


Post by: Happyjew


Harlequins:
Warlock
High Avatar (Basically to a Troupe Master what a Captain is to a Sergeant)
High Warlock (Farseer equivalent)
The Master Mime (Leader of stealthy guys)
Mimes (Stealthy guys)


New Unit Concepts for your army of choice @ 2018/01/28 16:27:16


Post by: Dandelion


-Kroot HQ: not sure what the name would be.
-Krootox rider with multiple weapon options
-Kasrkin rules and models (not as scions)


New Unit Concepts for your army of choice @ 2018/01/28 16:29:35


Post by: mrhappyface


ScarVet101 wrote:
Daemons, GD - LoW & Flyer

Daemons have 4 LoW.

I would quite like to have Khornate Sorcerers - Sorcerers who have fallen to Khorne so rather than use their psychic powers to pull some psychic nonesense, they use their powers to channel the warp into pure hatred. Khorne could get it's own equivalent to a psychic table which does stuff like: 8" +1A aura, 8" re-roll to hit aura, etc. Wouldn't really be a fluff breach since 1. There have been Sorcerers who have dedicated themselves to Khorne before and 2. If you keep the powers based in buffs of an aura affect then it does not anger Khorne due to his hatred of sorcerers fighting from afar.


New Unit Concepts for your army of choice @ 2018/01/28 16:52:58


Post by: Galas


 mrhappyface wrote:
ScarVet101 wrote:
Daemons, GD - LoW & Flyer

Daemons have 4 LoW.

I would quite like to have Khornate Sorcerers - Sorcerers who have fallen to Khorne so rather than use their psychic powers to pull some psychic nonesense, they use their powers to channel the warp into pure hatred. Khorne could get it's own equivalent to a psychic table which does stuff like: 8" +1A aura, 8" re-roll to hit aura, etc. Wouldn't really be a fluff breach since 1. There have been Sorcerers who have dedicated themselves to Khorne before and 2. If you keep the powers based in buffs of an aura affect then it does not anger Khorne due to his hatred of sorcerers fighting from afar.


So you want AoS'S Bloodbound into 40k?


New Unit Concepts for your army of choice @ 2018/01/28 16:55:54


Post by: mrhappyface


 Galas wrote:
 mrhappyface wrote:
ScarVet101 wrote:
Daemons, GD - LoW & Flyer

Daemons have 4 LoW.

I would quite like to have Khornate Sorcerers - Sorcerers who have fallen to Khorne so rather than use their psychic powers to pull some psychic nonesense, they use their powers to channel the warp into pure hatred. Khorne could get it's own equivalent to a psychic table which does stuff like: 8" +1A aura, 8" re-roll to hit aura, etc. Wouldn't really be a fluff breach since 1. There have been Sorcerers who have dedicated themselves to Khorne before and 2. If you keep the powers based in buffs of an aura affect then it does not anger Khorne due to his hatred of sorcerers fighting from afar.


So you want AoS'S Bloodbound into 40k?

If that's what Bloodbound is? I don't follow AoS.


New Unit Concepts for your army of choice @ 2018/01/28 17:22:57


Post by: Galas


Yeah, they are based around auras, and buffs from their Blood Priest. Basically Khorne Psykers but instead or robes and staffs they are like this:
Spoiler:

And like this:
Spoiler:


If they kill stuff, they receive bonuses to their prayers.
Looming over his Bloodbound brethren, his face locked into a permanent rictus of raging hatred, the Slaughterpriest is literally swollen with the force of Chaos. Demagogues capable of boiling enemies alive with a roared prayer, their booming chants fill everything around them with mindless rage, causing them to disregard any concept of self-preservation and fling themselves into battle with mindless fury. Slaughterpriests are notorious for gaining their hideous power by drinking the blood of the fallen foe; this grisly tribute to Khorne causes their limbs to stretch and bones to harden, turning them into brutes rightly feared across the realms.


New Unit Concepts for your army of choice @ 2018/01/28 17:26:47


Post by: AnomanderRake


BrianDavion wrote:
 AnomanderRake wrote:
BrianDavion wrote:
for custodes I'd like veneralbe crusader and redempter land raiders.


Please no. Put the Land Raiders spraypainted gold away and give us the skimmers.


custodes land raiders date back to at LEAST the inital heresy visions book.


Yes, but given the choice between "yet more overpriced and unuseable boxes, only spraypainted gold this time" and "awesome skimmer tanks with disintegrator guns that aren't wildly overpriced crap in an already expensive army" I'd take the skimmers any day.


Automatically Appended Next Post:
Dandelion wrote:
-Kroot HQ: not sure what the name would be.
-Krootox rider with multiple weapon options
-Kasrkin rules and models (not as scions)


The HQs in the Kroot Mercenaries list were called Shamans, Master Shapers, and Shaper Councils.


New Unit Concepts for your army of choice @ 2018/01/28 17:28:57


Post by: CthuluIsSpy


For necrons - something like a walking cadian pylon.
Like, its a big anti-psyker beacon that moves around on 4 insect like legs that creates an aura around it that allows units within it to Deny the Witch.


New Unit Concepts for your army of choice @ 2018/01/28 17:32:57


Post by: AnomanderRake


 CthuluIsSpy wrote:
For necrons - something like a walking cadian pylon.
Like, its a big anti-psyker beacon that moves around on 4 insect like legs that creates an aura around it that allows units within it to Deny the Witch.


Alternately: Make it a controlled/generated blank aura, with rules that give penalties to nearby psychic tests the way the Sisters of Silence and the Culexis do. And bring back the lore implication that the Necrons were somehow involved in engineering the Pariah gene into humanity, that was cool.


New Unit Concepts for your army of choice @ 2018/01/28 17:40:22


Post by: john27


Alpha legion assasins, a unit a lot like heresy era seekers, and a vigilator (a seeker captain type guy) to match


New Unit Concepts for your army of choice @ 2018/01/28 18:51:54


Post by: torblind


Necrons:

A Tomb blade character, that can buff bikers on tour. Perhaps that new canoptek kite riding cryptek can fill the role.

A canoptek character, to buff canopteks



New Unit Concepts for your army of choice @ 2018/01/28 19:34:13


Post by: Fafnir


 Elbows wrote:
The only Eldar thing I believe needs rectifying is a proper Avatar of Khaine. The current one is stuck with the old model, which I love. However because of its size, the rules for the Avatar have just become progressively worse over editions as the Greater Daemons have become giant plastic kits.

In 2nd ed., etc. when they were all the same scale they were all equally tough and scary. As the Avatar has been out-scaled, GW have seen fit to continually minimize the rules, making it less and less impressive. In reality the Avatar should be one of the most fearsome units in the game.

Even if the points cost went up, the Avatar should be far grander than it is now, and I just think that's a result of GW's failure to produce a plastic kit for it after 24 years.

Even when I field one, my opponents ask "Okay, so how good is the Avatar?" and my answer is "He's not...he's expensive and he dies easily".


We already have one, and he's very large and very gorgeous. The only problem is that he's Forgeworld, so despite being used for all the promotional artwork these days, GW likes to pretend he doesn't exist when it comes time to sit down and actually write the rules.


New Unit Concepts for your army of choice @ 2018/01/28 19:56:24


Post by: Wolf_in_Human_Shape


Chaos Space Marines:

1.) Elites: Khorne Berzerkers on juggernaut mounts: rules of Berzerkers + 1S and +1W + daemon keyword + bladed horn attacks from the juggernauts. Option for Icon of Wrath or a unique icon allowing them to advance and charge. Every model armed with bolt pistols/chainswords stock. Any model can upgrade chainswords to weapons from the melee weapons list, upgrade bolt pistols to plasma pistols, or exchange bolt pistol and chainsword for a 2-handed chainaxe with +3S -2AP.

2.) HQ: Khornate Spellbreaker: Chaos Lord with 3+ BS and no re-roll 1’s aura. Instead, has a collar of Khorne, re-rolls 1’s to wound in the fight phase (only the character, not an aura), and has a witcheater weapon: upgraded version of any power weapon with its current points cost/modifiers and if any successful wounds are inflicted on a psyker, it suffers an additional d3 mortal wounds. Can upgrade to be equipped with jump pack, terminator armor, bike, or juggernaut mount.

Also: Dark Apostles, Warpsmiths, and Exalted champions can all purchase juggernaut mounts as upgrades.


I’m a simple man who loves juggernauts.


New Unit Concepts for your army of choice @ 2018/01/28 21:10:31


Post by: Wibe


I feel like DeathGuard got a lot of flavorful units. So I don't really feel like I want anything new, I am pleased with what we got. But a small boost to certain units would help to make the armies more diverse. . Not to make them that much better or OP; just to make them a proper alternative to other units in the codex (other than for fun, I have the model, or the model is cool..)

The units:
Plaguebearers. Cultists, Poxwalkers, and Nurglings are simply better choices. I never use them. they simply don't have what I need,
Hellbrute, Defiler, Landraider, and Predator. Give them disgustingly resilient. That's all. Then other vehicles than PBC will be used.
Chaos spawn. Also need disgustingly resilient or something.
Posessed. Throw 1d3 pr model for the number of attacks, not one for the entire unit.
Plague drones. No reason to choose them when you got access to foetid bloat drones. I don't really know what they need, they just need something more.

And one point that annoys me, but is really not that important. I just want to throw it out there.
Mortarions gun, the lantern. Remove the rule for having to aim at the closest model in the unit you shot at. The guns special rule is somewhat useless combined with that. And as a result of that, almost everyone throws grenades with him instead.


New Unit Concepts for your army of choice @ 2018/01/28 21:13:51


Post by: Kanluwen


Dandelion wrote:

-Kasrkin rules and models (not as scions)

Absolutely 100% behind this.

Also, additional rules for Sentinels that give them Auspex Scanners and Vox-Casters for effects.


New Unit Concepts for your army of choice @ 2018/01/29 01:42:46


Post by: BlackLobster


For Death Guard....

* I was really disappointed that we lost the Heldrake. We're missing a flyer unit really and you could make a "Plaguedrake" that has a plagueflamer type weapon.

* I know that the DG are all about walking forwards bolters blazing but we are missing proper heavy weapons. A limited Havoc type unit would be nice to help deal with armour and monsters.

* A change to Mortations pistol, the Lantern, that I would like to see is that it hits every model under the line not just one model per unit.


New Unit Concepts for your army of choice @ 2018/01/29 15:32:26


Post by: Sgt. Cortez


I'd like to see a Xenos-Chaos character, preferably Eldar. We know humans aren't the only race to fall to Chaos and I quite like the Chaos-Aliens in the form of Tzaangors, give me more of that.
Maybe even the whole Slaanesh-eldar faction that's hinted in the main rulebook.


New Unit Concepts for your army of choice @ 2018/01/29 15:39:35


Post by: Theo4016


For Grey Knights, I would love to have a way to really deal with armored vehicles. It could be a new special weapon, on the psychich theme (like a Psy-lascannon), or dedicated Psy-power, or even something simpler (predators for GK?)


New Unit Concepts for your army of choice @ 2018/01/29 15:40:37


Post by: Frontline989


Death Guard could use a bomber that drops blight bombs. Something to give them a flyer/fast attack option.


New Unit Concepts for your army of choice @ 2018/01/29 15:44:46


Post by: MechaEmperor7000


 Wolf_in_Human_Shape wrote:
Chaos Space Marines:

1.) Elites: Khorne Berzerkers on juggernaut mounts: rules of Berzerkers + 1S and +1W + daemon keyword + bladed horn attacks from the juggernauts. Option for Icon of Wrath or a unique icon allowing them to advance and charge. Every model armed with bolt pistols/chainswords stock. Any model can upgrade chainswords to weapons from the melee weapons list, upgrade bolt pistols to plasma pistols, or exchange bolt pistol and chainsword for a 2-handed chainaxe with +3S -2AP.

2.) HQ: Khornate Spellbreaker: Chaos Lord with 3+ BS and no re-roll 1’s aura. Instead, has a collar of Khorne, re-rolls 1’s to wound in the fight phase (only the character, not an aura), and has a witcheater weapon: upgraded version of any power weapon with its current points cost/modifiers and if any successful wounds are inflicted on a psyker, it suffers an additional d3 mortal wounds. Can upgrade to be equipped with jump pack, terminator armor, bike, or juggernaut mount.

Also: Dark Apostles, Warpsmiths, and Exalted champions can all purchase juggernaut mounts as upgrades.


I’m a simple man who loves juggernauts.


It baffles me why we have Thunderwolves and Bloodcrushers but despite already having a model with a CSM riding a jugger before both, we never got Khornzerkers on Juggies.

I would also like to see the return of Noise Terminators (Slaaneshi Terminators armed with Sonic Blasters and Blastmasters) and Noise Predators. If I remember, these were formerly possible with the 3.5 edition codex (by replacing their weapons with sonic weapons) but have since been discarded due to 4th edition's "Streamlining".


New Unit Concepts for your army of choice @ 2018/01/29 15:49:16


Post by: ChargerIIC


My Dream:

Imperial citizens boxes. Each box would have a sprue for making 10 imperial citizens and then come with one 'upgrade sprue' based on what faction the box was sold for.

For example:
Tau sprue for Tau Human auxilleres
Ministorum sprue for imperial martyr mob
Ork sprue for Ork hired Human Mercs
GSC sprue for non-miner GSC hybrids
You could even do a sprue for each of the chaos gods and use them as cultists

The fluff has all these examples on normal imperial citizens getting involved on one side or the other, but they've never been modeled in the game outside of cultists and GSC. I'd love to have all those fluffly options


New Unit Concepts for your army of choice @ 2018/01/29 16:20:26


Post by: angelrei


Bike units for IG, Kakasins for IG, give vets options again, admech transports, Mira from space marine as character for IG, jump pack and dev primaris.


New Unit Concepts for your army of choice @ 2018/01/29 16:25:38


Post by: kungfujon


For Emperor's Children...

Slaanesh Hell-Knight (from old EPIC)
Dueling unit (similar to Palatine Blades from 30k)
and of course DoomRider


New Unit Concepts for your army of choice @ 2018/01/29 17:28:33


Post by: Porphyrius


I'd like to see a scout character of some kind for Raven Guard. Also, maybe some kind of veteran unit that can natively infiltrate without using a strategem, or alternatively a unit that could move immediately after deepstriking.


New Unit Concepts for your army of choice @ 2018/01/29 18:06:46


Post by: Quickjager


I'd like some sort of equivalent of Command sort of HQ character. One who doesn't actually want to fight, but rather sit in the backline and be able to buff units from ACTUAL long distances, they could have a weapon that allows them to deny movement to the enemy kind of like the Thunderfire Cannon.

Something that could force the opponent to have to move in on MY side of the board rather than just waiting for me.


New Unit Concepts for your army of choice @ 2018/01/29 18:20:38


Post by: Grimgold


Necrons have the usual wants, I'd like tomb stalker and tomb sentinel to be in plastic.

As for new ideas, I'd like a dreadnought equivalent that isn't a C'Tan, something thematic and awesome like a techno sphynx.



New Unit Concepts for your army of choice @ 2018/01/29 18:25:11


Post by: Dandelion


 Quickjager wrote:
I'd like some sort of equivalent of Command sort of HQ character. One who doesn't actually want to fight, but rather sit in the backline and be able to buff units from ACTUAL long distances, they could have a weapon that allows them to deny movement to the enemy kind of like the Thunderfire Cannon.

Something that could force the opponent to have to move in on MY side of the board rather than just waiting for me.


Like IG commanders?


New Unit Concepts for your army of choice @ 2018/01/29 18:38:00


Post by: MagicJuggler


For Orks?

Useful Grots: Porting over Night Goblins to 40k would be a hoot, as would Spider-Riders and Wolf Riders.

Heck, a more diversified Orkology: Plastic Snotlings and squigs anyone?

More "tech" uses of Orky Science: Active directed forcefields, tractor beams that push-pull, Grabbin Klaws that can drag or throw stuff.

Proppa Cybork rules: Surgery on Orks is fairly idiot-proof and they can accept implants that should have no right to exist. Hoverboyz, Goronobz with 4 arms, etc.

Proper Orky VDR...


New Unit Concepts for your army of choice @ 2018/01/30 16:09:45


Post by: Bobthehero


Scion specialist units, snipers, demolitions, stuff like that, which would allow the Scions to play as an army of their own more easily.


New Unit Concepts for your army of choice @ 2018/01/30 16:11:43


Post by: Unit1126PLL


Super Heavy Command Tanks that take up a Lord of War slot and an HQ slot (forcing a supreme command detachment) unless you take 3 or more Superheavies in the Super Heavy Detachment (which would auto-upgrade one like the old Knight Baron did if you brought 3 Knights).

It'd not even need +1 BS, just the ability to do some neat stuff for other superheavies like orders or something. +1 BS could also be the only thing it does, idk. Something to reflect the fact that the tanks are actually organized into a company and not just a loose connection of randomly jumbled vehicles.


New Unit Concepts for your army of choice @ 2018/01/30 16:48:22


Post by: EnTyme


 Grimgold wrote:
Necrons have the usual wants, I'd like tomb stalker and tomb sentinel to be in plastic.

As for new ideas, I'd like a dreadnought equivalent that isn't a C'Tan, something thematic and awesome like a techno sphynx.



Now I miss Tomb Kings even more.


New Unit Concepts for your army of choice @ 2018/01/30 20:04:46


Post by: clodax66


for Harlequins I would add several units. A death jester that can equip other heavy weapons like they used to be able to in rogue trader. Pistoleer unit that can equip two pistoles that can advance and fire both pistols. Mime unit that can infiltrate and have bonus while in cover. Wraith lord like unit that hold the sole of solitaire.


New Unit Concepts for your army of choice @ 2018/01/30 20:07:45


Post by: MechaEmperor7000


I just remembered one I talked about before.

Weirdboy Deff Dread.

Also a Gretchin HQ choice and independent Gretchin mobs so you can make all-gretchin armies.


New Unit Concepts for your army of choice @ 2018/01/30 20:11:54


Post by: Orblivion


Racerguy180 wrote:
I wish they had a grenade launcher firing melta bombs for Salamanders

or magnum flamers w 12" range overwatch on 5's


Why would you put overwatch on 5s on a weapon that autohits?


New Unit Concepts for your army of choice @ 2018/01/30 20:15:47


Post by: Gordon Shumway


Why did they get rid of Tomb Kings (fluff or practical)? And word on if they are planning on bringing them back? The model line was one of the best Imo

On topic any ideas for new Night Lords units? I play them and hav been racking my brain about this and can't really come up with anything rules wise to justify it.


New Unit Concepts for your army of choice @ 2018/01/30 20:20:20


Post by: MechaEmperor7000


If I remember, it was due to copyright reasons. They, along with the Bretonnians, had imagery that was more or less considered public domain with very little ways of allowing them to trademark any of the stuff. In addition both factions had an overlap with another existing faction (TKs with Skeletons, who were about to become their own faction under Deathrattles, and Bretonnia with the basic Empire). They basically figured that trying to salvage both factions was gonna take more resources than fleshing out the existing ones they had, so they were dumped. From what I gathered in AoS lore, the Deathrattles basically got the TK's old characterization (old dead kings rising from the graves to reclaim their old kingdoms), at least the wight kings.

It's still a shame though. TKs had some of the best and most beautiful models towards the end of their life (the spoopy scary skeletons in their armies....not so much) and their all-chariot army mechanic, as I understand it, did not get translate over.


New Unit Concepts for your army of choice @ 2018/01/30 20:32:36


Post by: ntin


I would like to see some Slaanesh "assassin" kind of units for either Emperor's Children or Slaanesh Chaos Daemons. To play on Slaanesh follower's drive for perfection. Or exploring more of the mental corruption aspect of Slaanesh. Daemon Princes like Ax'Senaea has mind domination abilities. Would be a neat daemon prince character where I could temporarily control an enemy unit even if it was for a phase.


New Unit Concepts for your army of choice @ 2018/01/30 20:36:02


Post by: EnTyme


 Gordon Shumway wrote:
Why did they get rid of Tomb Kings (fluff or practical)? And word on if they are planning on bringing them back? The model line was one of the best Imo

On topic any ideas for new Night Lords units? I play them and hav been racking my brain about this and can't really come up with anything rules wise to justify it.


I don't want to drag the thread off-topic, so I'll answer in a PM.


New Unit Concepts for your army of choice @ 2018/01/30 20:37:53


Post by: AnomanderRake


 Gordon Shumway wrote:
Why did they get rid of Tomb Kings (fluff or practical)? And word on if they are planning on bringing them back? The model line was one of the best Imo

On topic any ideas for new Night Lords units? I play them and hav been racking my brain about this and can't really come up with anything rules wise to justify it.


30k units aren't overly innovative/unusual; they have Night Raptors (a Raptor unit characterized by a bunch of extra attacks on the charge) and Terror Squads (an Infiltrating melee veteran unit with Fear in the pre-ATSKNF age). Not sure what either one does that just having Raptors or Chosen wouldn't. Sticking Infiltrate in feels like it might be stepping on the Alpha Legion's toes a bit, putting down a chainglaive Raptor unit is kind of redundant in the face of Warp Talons, and a stratagem to enforce Night Fighting would be kind of odd given that Night Fighting isn't a thing that's supposed to happen in Matched Play games.

Maybe make the Terror Squad as a distinct melee-focused Chosen-esque unit that forces enemy models to roll two dice and take the higher for Morale?


New Unit Concepts for your army of choice @ 2018/01/30 20:50:48


Post by: gnome_idea_what


Orks: grot snipers and some sort of Main Battle Tank. We need a way to fight characters and some sort of gun wagon that isn’t primarily a transport.


New Unit Concepts for your army of choice @ 2018/01/30 20:56:36


Post by: Unit1126PLL


Did someone say Ork MBT?

https://www.forgeworld.co.uk/en-GB/Grot-Mega-Tank


New Unit Concepts for your army of choice @ 2018/01/30 20:58:44


Post by: Gordon Shumway


 AnomanderRake wrote:
 Gordon Shumway wrote:
Why did they get rid of Tomb Kings (fluff or practical)? And word on if they are planning on bringing them back? The model line was one of the best Imo

On topic any ideas for new Night Lords units? I play them and hav been racking my brain about this and can't really come up with anything rules wise to justify it.


30k units aren't overly innovative/unusual; they have Night Raptors (a Raptor unit characterized by a bunch of extra attacks on the charge) and Terror Squads (an Infiltrating melee veteran unit with Fear in the pre-ATSKNF age). Not sure what either one does that just having Raptors or Chosen wouldn't. Sticking Infiltrate in feels like it might be stepping on the Alpha Legion's toes a bit, putting down a chainglaive Raptor unit is kind of redundant in the face of Warp Talons, and a stratagem to enforce Night Fighting would be kind of odd given that Night Fighting isn't a thing that's supposed to happen in Matched Play games.

Maybe make the Terror Squad as a distinct melee-focused Chosen-esque unit that forces enemy models to roll two dice and take the higher for Morale?


Yeah, that was my problem too. A lot of the NL focused stuff I was thinking would step on the AL toes. Would there be a decent mechanical way to use terror on Morale that other armies couldn't just sidestep?


New Unit Concepts for your army of choice @ 2018/01/30 20:59:39


Post by: Brutus_Apex


Dark Eldar:
- Incubus Lord
- incubus jet bikes
- incubus skyboards
- incubus chariot
- larger incubus samurai style jump pack mech suits
- incubi wraith knight with giant klaives
- dark Eldar ninja assassin that hides in units
- hellion chariot with a torture cage that captures prisoners
- kabalite warrior heavy weapon squad
-kabalite warrior close combat variant

Eldar:
- multi armed sword wielding warp spiders

Black Templars:
- relic blade/storm shield wielding sword brethren terminators
- power lance/storm shield attack bikes

Sisters of battle:
Sword/storm shield terminator style sister unit
Sword/storm shield seraphim
Sword/storm shield attack bikes
A giant cathedral battle tank
More organ/musical styled weapons
Some kind of tank that has witches burning at the stake on it





New Unit Concepts for your army of choice @ 2018/01/30 23:09:41


Post by: AnomanderRake


 Gordon Shumway wrote:
 AnomanderRake wrote:
 Gordon Shumway wrote:
Why did they get rid of Tomb Kings (fluff or practical)? And word on if they are planning on bringing them back? The model line was one of the best Imo

On topic any ideas for new Night Lords units? I play them and hav been racking my brain about this and can't really come up with anything rules wise to justify it.


30k units aren't overly innovative/unusual; they have Night Raptors (a Raptor unit characterized by a bunch of extra attacks on the charge) and Terror Squads (an Infiltrating melee veteran unit with Fear in the pre-ATSKNF age). Not sure what either one does that just having Raptors or Chosen wouldn't. Sticking Infiltrate in feels like it might be stepping on the Alpha Legion's toes a bit, putting down a chainglaive Raptor unit is kind of redundant in the face of Warp Talons, and a stratagem to enforce Night Fighting would be kind of odd given that Night Fighting isn't a thing that's supposed to happen in Matched Play games.

Maybe make the Terror Squad as a distinct melee-focused Chosen-esque unit that forces enemy models to roll two dice and take the higher for Morale?


Yeah, that was my problem too. A lot of the NL focused stuff I was thinking would step on the AL toes. Would there be a decent mechanical way to use terror on Morale that other armies couldn't just sidestep?


Casualties caused by the Terror Squad in melee count double? The only rules I know of that outright ignore morale (now that Commissars have been fixed, anyway) are the Stratagem (with which you'd burn through even a Guard army's CP pool really quickly) and Iyanden (where twenty-man Guardian squads are the only thing it really affects), most everything else is rerolls or bonuses. Counting some casualties double punches through those pretty well and makes it possible to make people run out of a five-man squad, but tying it to the Terror Squad's kills lets you rein it in by controlling how much the Terror Squad can actually kill.


New Unit Concepts for your army of choice @ 2018/01/30 23:55:00


Post by: Gordon Shumway


That's a neat idea. Thanks.


New Unit Concepts for your army of choice @ 2018/01/30 23:55:34


Post by: mrhappyface


 AnomanderRake wrote:
Casualties caused by the Terror Squad in melee count double? The only rules I know of that outright ignore morale (now that Commissars have been fixed, anyway) are the Stratagem (with which you'd burn through even a Guard army's CP pool really quickly) and Iyanden (where twenty-man Guardian squads are the only thing it really affects), most everything else is rerolls or bonuses. Counting some casualties double punches through those pretty well and makes it possible to make people run out of a five-man squad, but tying it to the Terror Squad's kills lets you rein it in by controlling how much the Terror Squad can actually kill.

What are the morale mitigators for each army? I only know the following:
CSM - Bugger all except for Iron Warriors and Black Legion.
Daemons - Greater Daemons give a Ld10 bubble.
R&H - Pre-Nerf Comissars.
IG - Re-rolls to morale.
SM - Re-rolls to morale except for DA who get maximum 1 death via morale.
Orks - Mob-rule maximum D3 dead?
Tyranids - Ignore morale when in synapse.

What others are there?


New Unit Concepts for your army of choice @ 2018/01/30 23:55:47


Post by: Mmmpi


Dark Angels has the same moral defense as Iyanden. Again, not that commonly useful as they'll typically be a MSU build army.


New Unit Concepts for your army of choice @ 2018/01/31 00:45:12


Post by: torblind


Necrons - army wide Ld 10


New Unit Concepts for your army of choice @ 2018/01/31 00:46:28


Post by: CthuluIsSpy


torblind wrote:
Necrons - army wide Ld 10


Which...they already have?


New Unit Concepts for your army of choice @ 2018/01/31 00:48:49


Post by: Gordon Shumway


NL are a weird as they don't really play well with mathhammer (takes a bit more math) and they use a mechanic as their central strength that most other armies don't really factor in. They could end up being dark horse winners now and again if you really push hard to their strength (-4-5 LD isn't really unusual or difficult to get for them)


New Unit Concepts for your army of choice @ 2018/01/31 02:24:13


Post by: dracpanzer


Sisters Super Heavy Cathedral Tank.


New Unit Concepts for your army of choice @ 2018/01/31 03:38:19


Post by: Gulgog TufToof


+1 for Gretchin Snipers.


New Unit Concepts for your army of choice @ 2018/01/31 03:49:02


Post by: Hoodwink


Deepstrikable fortifications for SM with carry capacity and fire points.


New Unit Concepts for your army of choice @ 2018/01/31 05:25:21


Post by: AnomanderRake


 dracpanzer wrote:
Sisters Super Heavy Cathedral Tank.


And an Emperor's Children version of the same tank where the choir and pipe organ-missiles are replaced with a sonic heavy-metal arsenal of some kind?


New Unit Concepts for your army of choice @ 2018/01/31 15:13:53


Post by: Porphyrius


 AnomanderRake wrote:
 dracpanzer wrote:
Sisters Super Heavy Cathedral Tank.


And an Emperor's Children version of the same tank where the choir and pipe organ-missiles are replaced with a sonic heavy-metal arsenal of some kind?


I never knew I needed this so badly.


New Unit Concepts for your army of choice @ 2018/01/31 15:18:07


Post by: Mr Morden


 dracpanzer wrote:
Sisters Super Heavy Cathedral Tank.


Now this would be a certain buy.


New Unit Concepts for your army of choice @ 2018/01/31 16:08:50


Post by: Theo4016


 dracpanzer wrote:
Sisters Super Heavy Cathedral Tank.


With batteries included, playing music.


New Unit Concepts for your army of choice @ 2018/01/31 16:39:12


Post by: Captain Joystick


In all seriousness, I would love to see the Sisters of Battle get access to the land speeder storm. Just pack in sprues 1 and 2 with a new sprue 3 for Sororitas passengers and you have fast, open topped dominion delivery service that trades affordability for toughness with with the popular repressor.



New Unit Concepts for your army of choice @ 2018/01/31 17:30:19


Post by: EnTyme


I'd love to see some Sisters Melta-Bikes.


New Unit Concepts for your army of choice @ 2018/01/31 17:57:48


Post by: MattKing


Boarding Torpedo. Comes in on a board edge moves very fast, can't turn and does radius melta damage when it comes down. Transports 15 models, and acts like a drop pod once landed. No point defense weapons runs about 140 points (drop pod + orbital strike points cost)


New Unit Concepts for your army of choice @ 2018/01/31 18:09:41


Post by: StarHunter25


I'd like to see the Teeth of Khorne put into the inevitable World Eaters codex. Havocs with suspensor (1/2 range assault) HB/AC. Maybe give them a "cause a wound/casualty and friendly WE get combat bonus"


New Unit Concepts for your army of choice @ 2018/01/31 18:15:18


Post by: Kawauso


 Lance845 wrote:
Tyranid Norn Queen.
If the Swarm Lord is a chapter Master the Norn Queen is a Primarch. A plastic, LoW choice for nids. Melee and Gun options synapse and psychic powers.Some Aura buffs that really enhance the swarm another notch.


Wouldn't a Dominatrix make more sense?

Norn Queens IIRC just chill out in chambers on hive ships and spawn/direct broods, but they never make planetfall or engage in battle themselves.

I do agree that it's high time 'Nids get some sort of big crazy LOW kit though.


New Unit Concepts for your army of choice @ 2018/01/31 18:24:26


Post by: gnome_idea_what



In 7e I didn’t consider the grot mega-tank a MBT because of how annoying it was to fit them into a non dreadmob army ork list and because their statline was pretty light. Also because they haven’t been mentioned really at all outside of the FW books and I consider them a grot unit and thus not orky enough for a main tank. While they are easier to fit into lists in 8th, their stats still make them difficult to build an effective army around. I wish looted wagons could return to fill the role, but I’d be fine with something new to plug the gap.


New Unit Concepts for your army of choice @ 2018/01/31 18:29:36


Post by: Unit1126PLL


 gnome_idea_what wrote:

In 7e I didn’t consider the grot mega-tank a MBT because of how annoying it was to fit them into a non dreadmob army ork list and because their statline was pretty light. Also because they haven’t been mentioned really at all outside of the FW books and I consider them a grot unit and thus not orky enough for a main tank. While they are easier to fit into lists in 8th, their stats still make them difficult to build an effective army around. I wish looted wagons could return to fill the role, but I’d be fine with something new to plug the gap.


Wait, so it's not an MBT because...? Its stats are too bad?

Is this one any better? https://www.forgeworld.co.uk/en-US/Ork-Battlewagon-with-Supa-Kannon-FW


New Unit Concepts for your army of choice @ 2018/01/31 18:53:50


Post by: Kanluwen


 Kawauso wrote:
 Lance845 wrote:
Tyranid Norn Queen.
If the Swarm Lord is a chapter Master the Norn Queen is a Primarch. A plastic, LoW choice for nids. Melee and Gun options synapse and psychic powers.Some Aura buffs that really enhance the swarm another notch.


Wouldn't a Dominatrix make more sense?

Norn Queens IIRC just chill out in chambers on hive ships and spawn/direct broods, but they never make planetfall or engage in battle themselves.

I do agree that it's high time 'Nids get some sort of big crazy LOW kit though.

That's what the Tech-Priest Dominus are supposed to do as well, yet they're the HQ choice for AdMech...


New Unit Concepts for your army of choice @ 2018/01/31 18:54:03


Post by: G00fySmiley


Orks:
Specialty shooting type with BS4 and 4+ armor let them mix and match things like loota guns, big shootas and rokkits.
grot snipers should also be a thing
some kind of new ork tank again with grot gunners hitting on 4's so that when you move at least you hit on 5'2s intead of 6's and have a chance to hit 50% if standing still. bonus points if they get a set amount of shots and no more BS 1d6 or 1d3 shots.
Freebootas rules so I can ally guard, chaos marines etc.

Tau:
new alien ally race needs to stand toe to toe with basic tactical space marines in combat or at least close to it. should still lose to more elite things, but give them shields and make them be a tarpit like tau version of ogryn
ally rules for some imperial units
close combat crisis suit variant, built in shield with limited ranged options.

Chaos marines
expand cultist options, bonus points if a whole new faction like genesteeler cults but for chaos, a hybrid imperial guard meets cultists with demon upgrades.

Space marines
Cheap Primaris transports basically give me a hover rhino that can truck up to 10 primaris around, would also like a razorback variant 5 man capacity but with turrets.

Custodes
include sisters of silence like in the talons box they need the cheap troop and bodies and helps them have a different flavor.




New Unit Concepts for your army of choice @ 2018/01/31 18:59:46


Post by: mrhappyface


 G00fySmiley wrote:

Chaos marines
expand cultist options, bonus points if a whole new faction like genesteeler cults but for chaos, a hybrid imperial guard meets cultists with demon upgrades.

Hmmm, now where have heard of that before?


New Unit Concepts for your army of choice @ 2018/01/31 20:04:28


Post by: jhe90


Space marines, Templers.

Maybe a buffed group of assult Templers as the elite sword Breatherin. A range of weapon options and variety with some close combat buffs.

Basically tougher assult termies. Flavourful but very expensive.

Space marines, space wolves..

For the love of the emparor, a flier that looks like it can fly in some remote fashion with maybe angles.. Wings.. And no massively flying brick look...

Please... Blackstar not storm fangs...


New Unit Concepts for your army of choice @ 2018/01/31 20:16:16


Post by: andysonic1


World Eaters:
JuggerLords (basically dead since they don't get legion trait and their stats aren't good and they pay extra for the mount even when JuggerHeralds don't)
Melee focused Terminators with S5 and fight again rules
Melee focused Cultist unit with S4 and fight again rules, maybe option for +1S weapons
Jump pack option for Berzerkers
Alternatively, jump pack unit with S5, Chainaxe option for everyone, and fight again rules


New Unit Concepts for your army of choice @ 2018/01/31 20:46:18


Post by: gnome_idea_what


 Unit1126PLL wrote:
 gnome_idea_what wrote:

In 7e I didn’t consider the grot mega-tank a MBT because of how annoying it was to fit them into a non dreadmob army ork list and because their statline was pretty light. Also because they haven’t been mentioned really at all outside of the FW books and I consider them a grot unit and thus not orky enough for a main tank. While they are easier to fit into lists in 8th, their stats still make them difficult to build an effective army around. I wish looted wagons could return to fill the role, but I’d be fine with something new to plug the gap.


Wait, so it's not an MBT because...? Its stats are too bad?

Is this one any better? https://www.forgeworld.co.uk/en-US/Ork-Battlewagon-with-Supa-Kannon-FW

It’s not a MBT because it’s stats are in line with a light transport. The Supa-kannon is basically a MBT in the lore and tabletop, but puts out piss-all firepower so it can’t be used as a mainline tank. I concede that between the two FW options orks have a pure tank, but something that performs like one on the tabletop would be a nice addition.


New Unit Concepts for your army of choice @ 2018/01/31 21:05:15


Post by: Unit1126PLL


 gnome_idea_what wrote:
 Unit1126PLL wrote:
 gnome_idea_what wrote:

In 7e I didn’t consider the grot mega-tank a MBT because of how annoying it was to fit them into a non dreadmob army ork list and because their statline was pretty light. Also because they haven’t been mentioned really at all outside of the FW books and I consider them a grot unit and thus not orky enough for a main tank. While they are easier to fit into lists in 8th, their stats still make them difficult to build an effective army around. I wish looted wagons could return to fill the role, but I’d be fine with something new to plug the gap.


Wait, so it's not an MBT because...? Its stats are too bad?

Is this one any better? https://www.forgeworld.co.uk/en-US/Ork-Battlewagon-with-Supa-Kannon-FW

It’s not a MBT because it’s stats are in line with a light transport. The Supa-kannon is basically a MBT in the lore and tabletop, but puts out piss-all firepower so it can’t be used as a mainline tank. I concede that between the two FW options orks have a pure tank, but something that performs like one on the tabletop would be a nice addition.


The Supa-Kannon tank is literally a better battle-cannon on a better platform with more guns compared to a Leman Russ.

What you want is a better Ballistic Skill.


New Unit Concepts for your army of choice @ 2018/01/31 21:07:41


Post by: Valentine009


Admech has been covered in depth by other posters so I will comment on my other army, Raven Guard.

I think we should have some of the blood angel jump pack options that we currently lack like the command squad units. I would also like the option to take camo cloaks on normal infantry, possibly even stalker bolt rifles. Finally i'd like the Raven Claw upgrades from 30k, you can make them Wolf Claw equivalents.


New Unit Concepts for your army of choice @ 2018/01/31 21:13:46


Post by: Lance845


 Kawauso wrote:
 Lance845 wrote:
Tyranid Norn Queen.
If the Swarm Lord is a chapter Master the Norn Queen is a Primarch. A plastic, LoW choice for nids. Melee and Gun options synapse and psychic powers.Some Aura buffs that really enhance the swarm another notch.


Wouldn't a Dominatrix make more sense?

Norn Queens IIRC just chill out in chambers on hive ships and spawn/direct broods, but they never make planetfall or engage in battle themselves.

I do agree that it's high time 'Nids get some sort of big crazy LOW kit though.


Norn Queens and Dominatrix haven't been mentioned in the fluff for several editions. The closest mention of a Norn queen is the Bio Artifact the Norn Crown. Dominatrix hasn't been mentioned since Epic.

With GWs newer approach of toning down the more outlandish R rated aspects of 40k I think it's far more likley we see a super tyrant Norn Queen then something called a Dominatrix. Especially since the old dominatrix was bigger than a warlord titan.


New Unit Concepts for your army of choice @ 2018/01/31 21:25:23


Post by: Vallhund


I feel like orks are in need of a proper battle tank that isn't primarily a transport. Bringing back looted wagons would fill this role easily, and honestly they should never have been taken away.





Also grot snipers.


New Unit Concepts for your army of choice @ 2018/01/31 21:33:54


Post by: Valentine009


I know I said I was not going to mention admech, but I just thought of something I would love that would be fluffy.

Think those tentacle robots from the Matrix. Basically it would be a horde shredder. Something like M14' S4 T6 W6 3+, 6++, has FLY but it is a Fast Attack. Units of 1-3. 70pts. Strategem that lets them Scout deploy.

8 St 4 -1 AP attacks that reroll wounds on infantry. Maybe a ranged upgrade option that is good against light vehicles.

I'd also like a Scion version of a Sentinel. Maybe a Sentinel Prime? Scion attack dogs would also be awesome. Not something you would take hordes of, but more like single model elites that you could bring along side squads and give them a +1 to overwatch aura or something. WOuld be very weak 2 or 3 wound characters.


New Unit Concepts for your army of choice @ 2018/01/31 22:07:29


Post by: chrispy1991


For IG: A lighter tank based on the Chimera Chassis that sacrifices most or all transport capacity for a bigger turret weapon like a twin lascannon or twin autocannon. Give it the option of taking a hull mounted multi-melta in addition to the other hull mounted weapon options. Would take some testing to ensure it's costed appropriately, but otherwise I think I could easily find a place for these in an IG army.

For Tau:
- a tank destroyer hover tank with user's choice of taking a big nasty anti-horde or anti-single target hull mounted gun. Give it drones like the other hover tanks.






New Unit Concepts for your army of choice @ 2018/01/31 22:28:55


Post by: Deadawake1347


 chrispy1991 wrote:

For Tau:
- a tank destroyer hover tank with user's choice of taking a big nasty anti-horde or anti-single target hull mounted gun. Give it drones like the other hover tanks.



That already exists. It's a Hammerhead. The problem is that the rules don't match how it's described at all.

Personally, if they're not going to fix the issues Tau have as a shooting army... I want melee units. Crisis Suits with a sword and shield following Farsight's example. I'd also love expanded auxiliary units, some of which could easily me melee.


New Unit Concepts for your army of choice @ 2018/01/31 22:33:37


Post by: Kawauso


 chrispy1991 wrote:
For IG: A lighter tank based on the Chimera Chassis that sacrifices most or all transport capacity for a bigger turret weapon like a twin lascannon or twin autocannon. Give it the option of taking a hull mounted multi-melta in addition to the other hull mounted weapon options. Would take some testing to ensure it's costed appropriately, but otherwise I think I could easily find a place for these in an IG army.


So...a Devil Dog?

All they really 'need' to be a bit more interesting in this regard is the option to take a hull-mounted melta or multi-melta.


New Unit Concepts for your army of choice @ 2018/02/01 02:22:16


Post by: Arachnofiend


A Khenetai Occult Blade Cabal would be cool. Make it a unit of three force sword-wielding sorcerers riding discs of tzeentch, 3 attacks each, a bonus to their casting based on how many of the models are still alive.


New Unit Concepts for your army of choice @ 2018/02/01 11:34:11


Post by: craggy


Let me second (third?) stabby Crisis Suits. Plenty of shooty anime robots, I need some swords!

More Juggernaught options for Khorne would be nice too.

And all the customisation options back for units that have lost them (like Biker Characters for Marines, different loadouts for Autarchs, etc)


New Unit Concepts for your army of choice @ 2018/02/01 13:50:14


Post by: Unit1126PLL


 Kawauso wrote:
 chrispy1991 wrote:
For IG: A lighter tank based on the Chimera Chassis that sacrifices most or all transport capacity for a bigger turret weapon like a twin lascannon or twin autocannon. Give it the option of taking a hull mounted multi-melta in addition to the other hull mounted weapon options. Would take some testing to ensure it's costed appropriately, but otherwise I think I could easily find a place for these in an IG army.


So...a Devil Dog?

All they really 'need' to be a bit more interesting in this regard is the option to take a hull-mounted melta or multi-melta.


I'm fairly certain a devil dog can take a hull-mounted multi melta, making this request for a "light tank" redundant.

There's already a Leman Russ with a twin lascannon and a Leman Russ with a twin autocannon with the option for a hull mounted lascannon.


New Unit Concepts for your army of choice @ 2018/02/01 16:36:49


Post by: Kawauso


 Unit1126PLL wrote:


I'm fairly certain a devil dog can take a hull-mounted multi melta, making this request for a "light tank" redundant.

There's already a Leman Russ with a twin lascannon and a Leman Russ with a twin autocannon with the option for a hull mounted lascannon.


You are indeed correct - for some reason I thought it only had the heavy bolter and flamer from the Chimera sprue.

So...yeah. Between that and the Leman Russ Annihilator and Exterminator this really is a redundant request.


New Unit Concepts for your army of choice @ 2018/02/01 19:51:55


Post by: MechaEmperor7000


One more: Ork Roks.


New Unit Concepts for your army of choice @ 2018/02/01 20:30:55


Post by: admironheart


Definitely the Squat Land Train.

kinda like a Leviathan lite.


Ofc

Eldar: Tempest Super Heavy Tank

Exodites: Dragon Lord + Knights or Eldar Scout Walkers

Harlequints: Harlequin Dreadnought Pychic Cannon + the Scream.

Ork: the Tin Boyz fur sur

Space Marines: Termite Tunneler!!! or even the Mole.

Imperial Guard: PDF units/Penal Legions....I miss the Suicide bombers!!!!!


New Unit Concepts for your army of choice @ 2018/02/01 20:43:17


Post by: Backspacehacker


Psyker dreads for t sosn that get all is dust, and use inferno rounds for their auto cannons, don't count as an elite but a heavy support.


New Unit Concepts for your army of choice @ 2018/02/02 13:50:16


Post by: Champion of Slaanesh


Alpha legion
A special unit of chosen armed with sniper combi bolters who can go for characters


New Unit Concepts for your army of choice @ 2018/02/02 15:34:34


Post by: vipoid


For my Dark Eldar, I'd love an option for a Mandrake Lord HQ (a generic one, not the terrible special character from 5th ).

I'd like him to have the option of wings. Then again, I'd like *every* DE HQ to have the option of wings. And Jetbikes. And Skyboards.


New Unit Concepts for your army of choice @ 2018/02/02 15:46:57


Post by: Tristanleo


Champion of Slaanesh wrote:
Alpha legion
A special unit of chosen armed with sniper combi bolters who can go for characters


I'm just going to expand this a bit, Actual Legion-specific units and more named characters from other legions. Also, more mercenary-like characters and units like Fabius bile and the fallen where they don't affect detachment rules but cannot benefit from them.


New Unit Concepts for your army of choice @ 2018/02/02 16:03:48


Post by: TarkinLarson


Not an additional unit as such, but Astra Militarum could do with changing Platoon Leader to HQ, not Elite.

It really irks me having more than 1 company commander in an army that might be smaller than a platoon


New Unit Concepts for your army of choice @ 2018/02/02 16:08:43


Post by: Champion of Slaanesh


Tristanleo wrote:
Champion of Slaanesh wrote:
Alpha legion
A special unit of chosen armed with sniper combi bolters who can go for characters


I'm just going to expand this a bit, Actual Legion-specific units and more named characters from other legions. Also, more mercenary-like characters and units like Fabius bile and the fallen where they don't affect detachment rules but cannot benefit from them.

Agreed
If honestly be tempted to give said chosen unit sniper by default as part of the it rules but that might be a bit powerful IG you allow them to take combi weapons


New Unit Concepts for your army of choice @ 2018/02/02 16:31:08


Post by: Galas


Sisters of Battle:
Ogryn Templars:
Ogryns with heavy armour and sick ass helmets(2+), +1 attack compared with normal Ogryns. Moved by their fanatical faith to the emperor, some Sororitas temples use them to guard their perimeter because theres no more humble servant of the emperor than a Ogryn. If they are 9" away from a Adeptus Sororitas character, they negate all enemy psychic powers towards them with a 5+.

Weapons options:
Giant Two-Handed Eviscerators, for meele.
Giant twin-linked heavy flamers for "ranged" attack.



New Unit Concepts for your army of choice @ 2018/02/02 16:41:11


Post by: Leo_the_Rat


I'd like to see GK's be able to freely exchange similar weapons on vehicles with other weapons in their codex. For example being able to take a heavy incinerator on a redeemer rather than a heavy flamer (HF 8" Hvy d6 5 -1 1 // HI 12' Hvy d6 6 -1 2)


New Unit Concepts for your army of choice @ 2018/02/02 17:30:47


Post by: Kanluwen


Following on from someone else's mention earlier of Kasrkin...

Proposed Unit Concept wrote:
Elite Choice
Cadian Kasrkin Squad
5 models, option to purchase an additional 5.
Scion statlines

Come standard with Hellguns, Frag, Krak Grenades even on the Kasrkin Veteran Sergeant.
Each model can take an Auxiliary Grenade Launcher at X points.
1 model in the squad can take a Vox-Caster.
1 model in the squad can take a Medi-Pack.
Up to two models per 5, 4 per 10 can take a Special Weapon option.
Can take a Valkyrie or Chimera as a Dedicated Transport option.

Strength of the Kasrs: Kasrkin are iconic to Cadian forces. They're the troops that Cadians know will help ensure they come back alive. Because of this, Cadian Infantry units within 3" of friendly Kasrkin Squads gain the ability to ignore additional casualties during the Morale phase if those casualties were inflicted during the Shooting Phase. Should a Kasrkin unit get wiped out within 3" of them, any Cadian Conscript Squads are at -1 to their Leadership value when taking Morale tests during that turn.

Cadian Blood: Kasrkin Veteran Sergeants can issue a single Order to their own squad. This counts as them having received an Order for the turn; meaning they can't potentially get double Orders from an Officer with Laurels of Command.


With the addition of Kasrkin, I'd add a new Special Weapon option to the Guard book as well.
-Agrippina pattern Heavy Stubber(or whatever the hell you want to call it--the gist is that it's a stripped down Heavy Stubber intended for units to use on the move) with variable ammunition.

Start with the same general statline as the standard Heavy Stubber(24" instead of the Heavy Stubber's 36" Rapid Fire 2 S4 AP0 1D), add in Explosive Rounds(18" Heavy 1 S5 AP-1 2D) and Incendiary Rounds (24" Assault 4 S4 AP0 1D Ignore bonuses from Cover Saves).

Make it available to Veterans and standard Guard Squads as well and you have an interesting little tidbit to show up without it being too crazy IMO.


New Unit Concepts for your army of choice @ 2018/02/02 18:08:50


Post by: An Actual Englishman


This is a wishlisting thread yea? Sweet.

Orks -
1. Attack Moons! (Monolith equivalent)
2. ROKS! (Drop pod equivalent)
3. Looted Crisis Suits (Mobile firing platform with no CQC ability).
4. Looted Grav Tanks (Sexier tanks).
5. Looted Tyranid big bug (Dreadnaught equivalent).
6. Flying, suicide Squigs.
7. Squig Launcha.
8. Grot snipers.
9. Nutjobs (Nob Weirdboyz, limited psychic power, like Warlocks)
10. Cyborks.

I'd settle for just plastic versions of our current metal models and updated kits for the Gorkamorka stuff though!


New Unit Concepts for your army of choice @ 2018/02/02 21:31:32


Post by: Arachnofiend


Oh, something else for Thousand Sons: a transport that's open-topped for psychic powers. Maybe the Silver Tower would work?


New Unit Concepts for your army of choice @ 2018/02/03 04:05:41


Post by: Unusual Suspect


I'd love to see:

Kroot! The mercenary side of the Kroot could honestly be a codex in its own right, and at this point (with informant Inquisitors and the like) the T'au Empire must be fully aware of the Kroot's mercenary activities. Let the T'au take advantage of that, and give us some interesting Kroot strains and Knarloc offshoots. I'm thinking winged Kroot, clawed kroot, hulking kroot, Great Knarlocs, Greater Knarlocs, Knarloc Riders, Krooteradons, and the like. And damnit, Kroot Shamans are canon, give us one.

Demiurg! The Bentu'sin would be great to have on the tabletop as a durable, advanced, stubborn/obstinate ally for holding a flank. Could play on different Dwarf tropes to distinguish them from the squats.

Gue'vesa! Give the T'au AM allies like GC gets, maybe even more limited. A new branch of the Greater Good.

T'au CQC specialists! Breachers are along the right track, but bring in a line of Battlesuits of various sizes (or battlesuit options) that function like the breacher's blasters. Make them exchange their ability to overwatch for allies to get a stronger overwatch for their own attacks. Give the T'au options for addressing the realities of WH40k, and stop making us bring guns to knife fights without giving us a chance.

T'au anti-mind science generators! The T'au have had centuries of time with multiple psychic species that could help them at least begin to develop technology that can disrupt warp manipulation, similar to the nid's psychic static. T'au aren't going to dominate the psychic phase, nor should they even if allies with psychic abilities show up, but they should at least have answers to it that don't involve Sniper Drones. Even if they're made better in the Codex (and they need it bad), that shouldn't be the only option.

Drone variants! Heavy Flamer Drones, Melee Drones (tape a goddamn honor blade to one and have it suicide into an enemy like a berserk Roomba), Stealth Field Drones, Ammo Drone, Kamikaze Drone (Between Seeker Missile and Drone), and more!


New Unit Concepts for your army of choice @ 2018/02/03 06:16:40


Post by: AnomanderRake


 Unusual Suspect wrote:
...T'au CQC specialists! Breachers are along the right track, but bring in a line of Battlesuits of various sizes (or battlesuit options) that function like the breacher's blasters. Make them exchange their ability to overwatch for allies to get a stronger overwatch for their own attacks. Give the T'au options for addressing the realities of WH40k, and stop making us bring guns to knife fights without giving us a chance...


Addendum: Vior'la totally needs the Graia Warlord Trait (units within 6" of the Warlord can attack in close combat with Rapid Fire/Assault weapons like they were Pistols).


New Unit Concepts for your army of choice @ 2018/02/03 16:03:34


Post by: Jpogfreak886


A while ago (back in 6th) I found rules for a Dark Eldar Psyker - here's the fluff piece that went with it, and now that Psykers are so important, I'd really like to see this!

The fear of Slaanesh consuming their souls and the risk of destruction to Commoragh is usually enough to steer Dark Eldar from developing their prodigious psychic talent (as all Eldar have). But a few exceptionally powerful psykers seek alternative methods to bring their talents to further their Kabal’s goals. Surrounding themselves with enslaved psykers and binding their souls to hers prior to battle ensures that any unwanted attention from the Great Enemy is directed at them rather than on the Hag herself.

Make it so she needs to be within 6" from a slave unit, and she'd be really cool! Punish her for being more than 12 away? Could be cool, and some good damn modelling opportunities.


New Unit Concepts for your army of choice @ 2018/02/03 17:18:43


Post by: Jbz`


 Unusual Suspect wrote:

Drone variants! Heavy Flamer Drones, Melee Drones (tape a goddamn honor blade to one and have it suicide into an enemy like a berserk Roomba), Stealth Field Drones, Ammo Drone, Kamikaze Drone (Between Seeker Missile and Drone), and more!

Fidget spinners of Dooom...


New Unit Concepts for your army of choice @ 2018/02/03 19:05:01


Post by: TheBaconPope


Dark Eldar:
I'd love to see some Corrupted Wraith units, made with conversion kits that make the basic units look appropriately pointy and depraved. It's something that's been mentioned in our fluff pretty significantly, and it's a pretty realistic way to get us a LOW.

Null Engine. The unholy child of a Sister of Silence, mandrake, and a Cronos Pain Engine. Destroying the minds of Pyskers and throwing out spouts of ethereal flame.

The obligatory models for our poor poor former characters. I'm sure you've all heard the rants.

Orks:
I don't play them, but I've always wanted to see a gigantic Ork in heavy support - Super Mutant Behemoth style.


New Unit Concepts for your army of choice @ 2018/02/04 00:09:28


Post by: Verviedi


One wonders why the Tau don’t duct tape the biggest bombs they can, or buzzsaw blades, onto drones and zerg rush the enemy. That would be hilarious.


New Unit Concepts for your army of choice @ 2018/02/04 00:53:10


Post by: Table


Chaos marine drop pod.


Automatically Appended Next Post:
 Arachnofiend wrote:
A Khenetai Occult Blade Cabal would be cool. Make it a unit of three force sword-wielding sorcerers riding discs of tzeentch, 3 attacks each, a bonus to their casting based on how many of the models are still alive.


Also, I first read our post as Hentai instead of Khenetai. Hentai Occult Blade Cabal needs to happen.


New Unit Concepts for your army of choice @ 2018/02/04 16:37:45


Post by: SweetLou


Dark Eldar - A dark eldar sniper unit who fire mind controlling gas based bullets, able to take control of infantry units for a turn. Would need some thinking through but could be fun.

Eldar - Another aspect, Something based on fighting greater demons and large beasts, executioners if you will.

Genestealer cults - A fast breeding infector unit that spawns ripperlike creatures from the bodies of those it kills.

Tyranids - Norn queen, lets get that big bad hive mind on the board.

Tau Empire - Auxillery unit with options, beastmen, birdmen, tentacle creatures, squats, lots of weird options as upgrades to the unit changing stats.

Necrons - Necron Phalanx, Basically a necron unit of at least 10 men with shotgun like weapons and storm shields that create a bubble shield for others the share.

Orks - Some kind of tank....any kind....just give us a vehicle dedicated to killing please....that is on wheels.

Daemons - More undivided demons

Thousand sons - Relic dreads could be a cool thing

Chaos space marines - Id like to see an infectious spawn unit that warps the creatures around them. Something you dont want to get into close combat with as it will twist your stats permenantly. Something you wanna back away from and shoot.

Inquisition - Inquisitorial stormtrooper squad and box set, the deathwatch of the normal folk.

Ademtus Mechanicus - Giant 8 legged mech with lots of weapons mounted on it. Think wild wild west.

Custodes - .....Emperor

Astra Militarium - Heavy weapons and artillery units that are deployed and stationary but dug in. They have some kind of anti sneak up on me defense and are slightly cheaper to account for the loss of mobility or jsut give em cover.

Space Wolves - Van helsing style, dread sized werewolf.

Grey Knights - Space Gandalf...

Blood angels - Hunting scout unit that use android bats to attack and swarm enemies, decreasing their WS and BS as a distracting effect.

Dark Angels - Jet Bikes, feth it.

Ultramarines - Hoplite, a veteran armed with a round storm shield, a power spear and fights like a fast moving, highly efficient but fragile unit.

Space Marines in general - Imperial guard style HW teams but with bigger guns for a bigger price. Battle cannon mounted on bipod haha.


New Unit Concepts for your army of choice @ 2018/02/04 17:32:28


Post by: flaming tadpole


I've been wanting ork trolls for years. Big giant dumb looking monsters with mini gun like weapons strapped to their wrists and a giant rocket on their back propelling them forward.


New Unit Concepts for your army of choice @ 2018/02/04 19:16:34


Post by: orchewer


I would love it if they brought back some of the older rules for the Tau ... specifically the Gue'vesa squad and the options for a Kroot mercenary army.

I don't think it would actually serve much tactical benefit for either, but it would be really cool from a fluff perspective.


New Unit Concepts for your army of choice @ 2018/02/04 19:25:18


Post by: Amishprn86


Harlequins, EASY, Cegorach!

Give him his Rose weapon that all wounds spill over Or if it kills a model that model explodes doing D3 MW's other others.

Have him a mix of Celestine and Yncarne (Celestine is the Gemini, Cegorach goes into battle with Puppets) Make those puppets Pinatas and explode when they die.. very fluffy! (they dont come back).


New Unit Concepts for your army of choice @ 2018/02/04 19:29:33


Post by: vipoid


SweetLou wrote:
Dark Eldar - A dark eldar sniper unit who fire mind controlling gas based bullets, able to take control of infantry units for a turn. Would need some thinking through but could be fun.


Rather than controlling them for a turn, the bullets could allow you to immediately make a ranged attack with that unit. Or something along those lines.


New Unit Concepts for your army of choice @ 2018/02/05 15:13:19


Post by: Kawauso


Leo_the_Rat wrote:
I'd like to see GK's be able to freely exchange similar weapons on vehicles with other weapons in their codex. For example being able to take a heavy incinerator on a redeemer rather than a heavy flamer (HF 8" Hvy d6 5 -1 1 // HI 12' Hvy d6 6 -1 2)


There's a Forge World kit for exactly that - pretty sure the rules are in one of the Imperial Armour indexes.
They can also take psycannons in place of assault cannons for Razorbacks/Land Raiders.


New Unit Concepts for your army of choice @ 2018/02/05 15:15:47


Post by: Kanluwen


 vipoid wrote:
SweetLou wrote:
Dark Eldar - A dark eldar sniper unit who fire mind controlling gas based bullets, able to take control of infantry units for a turn. Would need some thinking through but could be fun.


Rather than controlling them for a turn, the bullets could allow you to immediately make a ranged attack with that unit. Or something along those lines.

I'd do something like the unit has to make a Leadership test and however many points it is failed by they suffer a number of Mortal(or regular) Wounds as the unit is wracked by terrifying visions and fight amongst themselves.


New Unit Concepts for your army of choice @ 2018/02/05 15:41:42


Post by: Leo_the_Rat


 Kawauso wrote:
There's a Forge World kit for exactly that - pretty sure the rules are in one of the Imperial Armour indexes.
They can also take psycannons in place of assault cannons for Razorbacks/Land Raiders.


This is true but I'd also like to be able to do things like sub out assault cannons/twin assault cannons with psilencers/gatling psilencers and flamers/ flamestorm cannons with incinerators/hvy incinerators. I'd also like to sub in hvy psycannons.

I realize that this is mostly for vehicles but if you can put these weapons on an exo frame why not on normal vehlciles?


New Unit Concepts for your army of choice @ 2018/02/05 15:55:42


Post by: Esasb


Necrons - The silent king (LoW, Medium melee, decent shooting, very good buffing), Some good melee type units (close to terminators), a new plastic C'than, some more canoptek units.


New Unit Concepts for your army of choice @ 2018/02/05 19:23:32


Post by: Martel732


A want a 2 pt marine model that just stands there. No offense, moves slowly, no armor. Just takes up space. Cheaper is better in 8th.


New Unit Concepts for your army of choice @ 2018/02/05 19:50:48


Post by: Infantryman


AM:

Some kind of Melee Troop, perhaps with <Regiment>. Fluffy choice for representing forces from Primitive Worlds, or something. Doubly not viable this edition due to crunky melee rules but hey.

Some kind of light tank would be cool, too - something with a "blast" type cannon but a lighter, probably Chimera-based hull. I suppose the autocannon kinda does this? I know others have suggested the Hellhound earlier but that just didn't "feel" right. No transport capacity, something with a decent range but not harder hitting main gun, and possibly a slightly tougher hull than the base Chimera. Something visually like this:

Spoiler:


More vehicle options for Commanders, too - Sentinels, Salamanders, Chimeras...etc.

Tau:

I don't play Tau but I think they're kinda neat - do they have an infantry HQ? I only remember those big suits. If not, one of those.

I'd also toss in my hat for Gue'vesa.

TarkinLarson wrote:Not an additional unit as such, but Astra Militarum could do with changing Platoon Leader to HQ, not Elite.

It really irks me having more than 1 company commander in an army that might be smaller than a platoon


I think it's to emulate hierarchy, letting you have multiple platoon commanders under a single company commander. Speaking of which, it is a little odd that the individual commander and the command squad are separate. Right now if you want a Company Command Squad, that's 1 HQ and 1 Elite Choice...

I think maybe if taking a CC would shift the PC down to Elite, while it is typically an HQ...maybe.

[quote=Kanluwen
With the addition of Kasrkin, I'd add a new Special Weapon option to the Guard book as well.
-Agrippina pattern Heavy Stubber(or whatever the hell you want to call it--the gist is that it's a stripped down Heavy Stubber intended for units to use on the move) with variable ammunition.

Start with the same general statline as the standard Heavy Stubber(24" instead of the Heavy Stubber's 36" Rapid Fire 2 S4 AP0 1D), add in Explosive Rounds(18" Heavy 1 S5 AP-1 2D) and Incendiary Rounds (24" Assault 4 S4 AP0 1D Ignore bonuses from Cover Saves).

Make it available to Veterans and standard Guard Squads as well and you have an interesting little tidbit to show up without it being too crazy IMO.


Nah, Scions have that Volley Gun that already fills the role of a "SAW" - we should get that. If we start adding special ammo for that Stubber, we're left wondering why the other stubbers don't get it, aren't we?

Speaking of Special Ammo, if only Guard Bolters had shell types


New Unit Concepts for your army of choice @ 2018/02/05 19:52:32


Post by: Unit1126PLL


To be fair, Infantryman, the Astra Militarum does have "hellhounds" which for me have always been their version of a light tank - a capacityless chimera with swappable armament, able to engage enemy infantry or enemy tanks with fair effectiveness depending on loadout.


New Unit Concepts for your army of choice @ 2018/02/05 20:02:01


Post by: Infantryman


 Unit1126PLL wrote:
To be fair, Infantryman, the Astra Militarum does have "hellhounds" which for me have always been their version of a light tank - a capacityless chimera with swappable armament, able to engage enemy infantry or enemy tanks with fair effectiveness depending on loadout.


Yeah, I omitted that in my post above; corrected it while you were reading it. It just doesn't "feel" right :p


New Unit Concepts for your army of choice @ 2018/02/05 20:03:34


Post by: Unit1126PLL


 Infantryman wrote:
 Unit1126PLL wrote:
To be fair, Infantryman, the Astra Militarum does have "hellhounds" which for me have always been their version of a light tank - a capacityless chimera with swappable armament, able to engage enemy infantry or enemy tanks with fair effectiveness depending on loadout.


Yeah, I omitted that in my post above; corrected it while you were reading it. It just doesn't "feel" right :p


Oh sorry.

And yeah, I kinda get what you mean when you say it doesn't "feel" right. I'm not sure what "feeling right" would be though, at this point.


New Unit Concepts for your army of choice @ 2018/02/05 23:06:42


Post by: ChargerIIC


Sounds like you want to FW Autocannon chimera


New Unit Concepts for your army of choice @ 2018/02/05 23:12:55


Post by: Backspacehacker


T sons/tzeentzch daemons

Silver tower
Long range artillery, one shot main weapon that is a laz Cannon profile, causes d6 mortal wounds, rolls of 1,2,3 count as 3 damage, on a roll or a 6 to wound, does d3 more wounds. Costs around 300 points, has fly, and a 4++, 3+, 10 wounds.

From the warp it comes: my arrive from on your board edge at the end of your movement phase.

Idea is it's a glass Cannon.


New Unit Concepts for your army of choice @ 2018/02/06 02:11:10


Post by: Togusa


 Lance845 wrote:
Tyranid Norn Queen.
If the Swarm Lord is a chapter Master the Norn Queen is a Primarch. A plastic, LoW choice for nids. Melee and Gun options synapse and psychic powers.Some Aura buffs that really enhance the swarm another notch.


Some kind of plastic LoW would be very reasonable. Our biggest monster is the Tyrannofex, and while a great model, I'd like something bigger which is not from FW.


New Unit Concepts for your army of choice @ 2018/02/06 22:16:34


Post by: fraser1191


Not a new Unit but a new concept, I'd like to see some sort of bonus for having a larger squad. Which in turn you see less min squads and the morale phase is relevant.

Some units do have them, Poxwalkers and Orks jump to mind. (although these 2 are both hordes and have built in mitigation...)


Automatically Appended Next Post:
But for Ad-mech I'd like to see more HQs, i see this as a higher priority than Vehicles that people keep complaining about


New Unit Concepts for your army of choice @ 2018/02/06 22:22:18


Post by: Backspacehacker


 fraser1191 wrote:
Not a new Unit but a new concept, I'd like to see some sort of bonus for having a larger squad. Which in turn you see less min squads and the morale phase is relevant.

Some units do have them, Poxwalkers and Orks jump to mind. (although these 2 are both hordes and have built in mitigation...)


Automatically Appended Next Post:
But for Ad-mech I'd like to see more HQs, i see this as a higher priority than Vehicles that people keep complaining about


Honestly just go back to the old moral system of if you failed you ran back, and had to regroup


New Unit Concepts for your army of choice @ 2018/02/06 22:29:55


Post by: Kanluwen


 Infantryman wrote:

Kanluwen wrote:
With the addition of Kasrkin, I'd add a new Special Weapon option to the Guard book as well.
-Agrippina pattern Heavy Stubber(or whatever the hell you want to call it--the gist is that it's a stripped down Heavy Stubber intended for units to use on the move) with variable ammunition.

Start with the same general statline as the standard Heavy Stubber(24" instead of the Heavy Stubber's 36" Rapid Fire 2 S4 AP0 1D), add in Explosive Rounds(18" Heavy 1 S5 AP-1 2D) and Incendiary Rounds (24" Assault 4 S4 AP0 1D Ignore bonuses from Cover Saves).

Make it available to Veterans and standard Guard Squads as well and you have an interesting little tidbit to show up without it being too crazy IMO.


Nah, Scions have that Volley Gun that already fills the role of a "SAW" - we should get that.

Yes, SCIONS have that Volley Gun. Kasrkin aren't Scions and Scions aren't Kasrkin. They're purposely holding the Volley Gun out of the standard Guard/Veteran Squads because of the fact that they want the Scion arsenal to have something unique & interesting.
If we start adding special ammo for that Stubber, we're left wondering why the other stubbers don't get it, aren't we?

The reasoning was that it's a Cadian exclusive item, at least for the time being, since Agrippina was one of the chief Forge Worlds outfitting Cadia with arms and material. The Forge Worlds that outfitted Cadia didn't really send their arms & material elsewhere.

It does however leave it open to be added into the arsenal of the Adeptus Mechanicus down the line--or for Chaos to get their hands on it or whatever. The basic idea of the rules as well would lend itself well for Arbites, Inquisitorial units, etc.


Speaking of Special Ammo, if only Guard Bolters had shell types

It wouldn't matter anyways, since nobody except Guard Sergeants and Officers can take Bolters.

Now, if you wanted to make Veterans a bit more interesting...you could give their Autogun options variable shell types.