89756
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.
93221
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.
111831
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
90515
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.
47138
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.
79409
Post by: BrianDavion
for custodes I'd like veneralbe crusader and redempter land raiders.
47138
Post by: AnomanderRake
Please no. Put the Land Raiders spraypainted gold away and give us the skimmers.
95410
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.
79409
Post by: BrianDavion
AnomanderRake wrote:
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.
80673
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.
101242
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?)
113786
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
116849
Post by: Gitdakka
Flying bomb squigs for orks.
Or any kind of squig unit
63936
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.
108848
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.
10347
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.
52054
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.
112239
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.
722
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.
66191
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.
117349
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.
13740
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?
29836
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".
104976
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.
77922
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.
110390
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.
85390
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
106383
Post by: JNAProductions
Shooting units for Daemons. Like, a decent amount of quality shooting for every god.
46128
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)
117900
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)
95738
Post by: mrhappyface
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.
110703
Post by: Galas
mrhappyface wrote:
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?
95738
Post by: mrhappyface
Galas wrote: mrhappyface wrote:
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.
110703
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:
And like this:
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.
47138
Post by: AnomanderRake
BrianDavion wrote: AnomanderRake wrote:
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.
47547
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.
47138
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.
110197
Post by: john27
Alpha legion assasins, a unit a lot like heresy era seekers, and a vigilator (a seeker captain type guy) to match
104496
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
10347
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.
84472
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.
118083
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.
722
Post by: Kanluwen
Absolutely 100% behind this.
Also, additional rules for Sentinels that give them Auspex Scanners and Vox-Casters for effects.
98141
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.
102537
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.
112943
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?)
118471
Post by: Frontline989
Death Guard could use a bomber that drops blight bombs. Something to give them a flyer/fast attack option.
34801
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".
113340
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
111001
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.
65605
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
116657
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.
86074
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.
96881
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.
117900
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?
27890
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...
51866
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.
42382
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.
99970
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.
113049
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.
34801
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.
24470
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?
93489
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.
34801
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.
46682
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.
99970
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.
47138
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?
105620
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.
42382
Post by: Unit1126PLL
93489
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?
100523
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
47138
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.
93489
Post by: Gordon Shumway
That's a neat idea. Thanks.
95738
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?
63936
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.
104496
Post by: torblind
Necrons - army wide Ld 10
47547
Post by: CthuluIsSpy
Which...they already have?
93489
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)
38817
Post by: dracpanzer
Sisters Super Heavy Cathedral Tank.
95956
Post by: Gulgog TufToof
+1 for Gretchin Snipers.
26322
Post by: Hoodwink
Deepstrikable fortifications for SM with carry capacity and fire points.
47138
Post by: AnomanderRake
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?
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Post by: Porphyrius
AnomanderRake wrote:
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.
30490
Post by: Mr Morden
Now this would be a certain buy.
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Post by: Theo4016
With batteries included, playing music.
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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.
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Post by: EnTyme
I'd love to see some Sisters Melta-Bikes.
103555
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)
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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"
113383
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.
105620
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.
42382
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
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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...
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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.
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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?
84405
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...
93167
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
105620
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.
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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.
103497
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.
93221
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.
113751
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.
103497
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.
97877
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.
87139
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.
113383
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.
112618
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.
111574
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)
42382
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.
113383
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.
34801
Post by: MechaEmperor7000
One more: Ork Roks.
109803
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!!!!!
56055
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.
96925
Post by: Champion of Slaanesh
Alpha legion
A special unit of chosen armed with sniper combi bolters who can go for characters
53939
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.
108260
Post by: Tristanleo
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.
117377
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
96925
Post by: Champion of Slaanesh
Tristanleo wrote:
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
110703
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.
27903
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)
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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.
117801
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!
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Post by: Arachnofiend
Oh, something else for Thousand Sons: a transport that's open-topped for psychic powers. Maybe the Silver Tower would work?
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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!
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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).
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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.
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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...
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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.
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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.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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?
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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.
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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.
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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:
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
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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.
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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
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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.
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Post by: ChargerIIC
Sounds like you want to FW Autocannon chimera
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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.
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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.
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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
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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
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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.
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