64133
Post by: Ralis
Okay, This is purely wish listing on my part. I don't have any insider knowledge or anything like that, (( If I did it would be in news/rumors right? )) So I'm just kinda thinking about the types of units I would like to see added to the game, I will try to break it down by army.
Harlequins:
Troop master on Sky weaver: I really would like to see an HQ on a bike for them, I don't think this is a really outrageous request, Since multiple other armies, (Including both Craftworlds and Drukari) already have HQs on bikes. It would be the go too HQ for an outrider detachment with sky weaver jet bikes.
Warlocks: They were an option for Harlequins in 2nd, the models already exist, just add them to the codex.
Mimes: Another throw back to the older edition: they are assassins and infiltrators. Perfect for either a small unit of elites, or maybe even infiltrating mobs as a troop option. Either way it would give your opponent something to deal with while your Players cross the field.
Master Mime: The master mime was the leader of the Mimes (yeah imaginative I know )) I'm not sure if I'd make him an HQ or just a one of elite like a solitaire.
Hornet and Lynx: These are Forgeworld models, so they already exist, Another case of "Just add them to the list"
[ Kroot
This is looking at what sort of units would need to be added to make Kroot a stand alone army, not taking into account them "adopting" other T'au allies, like the Vespid
Master Shaper: This would be the big bad HQ choice, the one that leads a whole warworld into battle, and can hold his own against other nasty melee HQ options, maybe not as bad as a named HQ, but at least go toe to talon(?) with a space marine lieutenant
Shaman: Some sort of Kroot shaman, psyker, or psudo-psyker I think would be a welcome addition, to the HQ line-up. Maybe give them the conclave treatment for an elite option.
Throne guard: This would be some sort of elite infantry unit, Something stronger and nastier then your standard carnivores, either as a second troop type, or an elite. For some reason I see them with shields, and a cut down kroot carbine.
Lessor knarloc: The lessor Knarlocs would be a fast attack Calvary type unit. I'd love to see about 3 of these surrounded by Kroot Hounds as an outrider detachment.
Great Knarloc: Just the Forgeworld unit, back as a heavy support option. Maybe an additional option to give them some sort of artillery weapon.
Orks
With Orks just around the courner, its only fitting that we think about them. I really don't think they need additional unit options, as much as they just need some of their existing kits updated.
War buggy: Just needs to be updated
War Traxx: Just need an Update
Deffcopter: needs a proper multi-park kit, and not just a re release of the aobr ones.
Triumvirate: Some sort of triumvirate box, to go with a story for the Orks. A new Gazkull model, maybe a Mad Doc and something else, named Nob or something I don't know.
Space Wolves
I can't think of anything they really need new or updated. Maybe wulfen that look like actual werewolves and not wolverine on a bad day.
Well this is all I have for right now. Please feel free to discuss, or even mention your own feel free. Just keep things civil.
108925
Post by: Dakka Flakka Flame
The old Kroot rules that had different units based on what the Kroot had been eating was fun.
64133
Post by: Ralis
Maybe that the Chaper Tactics type rules.
84915
Post by: Heafstaag
Cavalry for the guard with actual kits for them. Give me a classic rough rider unit, a dragoon type unit, a knight/cataphract type unit.
That's number one. More cavalry options for the guard, including mounted hq, elites, troops, fast, etc. I want to be a able to field an entire mounted army. On horses.
Also, quad heavy stubber scout sentinels.
84689
Post by: ingtaer
Inquisitorial storm troopers, acolytes, psykers, transports, Inquisitors with power armour, all the old henchmen options... Just bring back the Inq as they used to be in fact, rather than scattered across a dozen factions.
84472
Post by: Wolf_in_Human_Shape
Well, you said wish list, so...
World Eaters:
Legion Trait: (Infantry, Bikes, Dreads, Daemon Prince, and CAVALRY)
1.) Butcher's Nails: Confers the Blood for the Blood God! special rule (i.e. attack twice). Cultists and dreads don't get this rule. Instead, they get the current +1A on the charge rule.
2.) Revving Axes: Any model that is armed with or capable of buying a chainsword may instead pay to upgrade it to/buy a chainaxe.
3.) Obviously Khorne only/no witches allowed.
HQ:
Named Jump Pack Lord
M12" WS2+ BS2+ S5 T4 A4 W5 Ld9 Sv2+
1.) 4++ standard chaos lord invuln, plasma pistol, and master-crafted power axe (S+1 AP-2 D2)
2.) Warlord Trait: Reroll wounds against keyword CHARACTER
3.) Aura replacement rule: Keyword CHARACTER models in the same combat may not fall back (enemy and friendly models)
Khornate Spellbreaker:
M6" WS2+ BS3+ S4 T4 A3 W4 Ld8 Sv3+
1.) Brass Collar of Khorne: Can attempt to deny 1 psychic power per turn
2.) Psykers that successfully manifest powers within 24" of the Khornate Spellbreaker must re-roll their psychic tests (enemy and friendly)
3.) If the spellbreaker successfully inflicts wounds against a unit with the PSYKER keyword in the fight phase, the target suffers a mortal wound.
Skullcrushers:
Skullcrusher: M8" WS3+ BS3+ S5 T5 A2 W2 Ld8 Sv3+
Skull Champion: M8" WS3+ BS3+ S5 T5 A3 W2 Ld9 Sv3+
1.) Juggernaut buffs (included in profile) - Advance + Charge (new juggernaut rule); bladed horn attacks
2.) Every model can purchase melee weapons
3.) Unit size 3-12
Khorninators
Indomitus Terminator/Terminator Champion Statline with +1 attack
1.) Extra attack represented by dual wielding any melee weapons from the list (only pay for 1) that aren't 2-handed, no guns in their hands.
2.) 5+ FNP
Wargear:
1.) Juggernaut: confers +2" movement, +1S, +1T, bladed horn attacks, and advance + charge. Chaos Lord (power armor), Dark Apostle, Exalted Champion, Khornate Spellbreaker, and Warpsmith only.
2.) Chain Greataxe: S+2 AP-2 D1; Make 2 hit rolls each time you attack with this weapon, instead of 1. Added to melee weapon list. Two-handed weapon (can't have another melee weapon, can use a pistol/ranged weapon).
3.) Hellblade added to melee weapon list.
Relics:
1.) Bloodblessed Warplate: 2+/3++ If the bearer falls back from combat, they suffer 1 mortal wound; If the bearer is within charge range/capable of charging a unit and does not charge, they suffer 1 mortal wound.
2.) Fist of Khorne: (Upgrade a power fist) Daemon Weapon: +d6 attacks each time the bearer fights, rolling a 1 inflicts a mortal wound on the bearer. This d6 cannot be rerolled.
3.) Scornhelm: +1" advance + charge distance. Units within 8" of the bearer that fall back from combat suffer d3 mortal wounds (enemy and friendly).
4.) Gorefather (Upgrade a Daemon Prince axe): S+3 AP-4 D3; +1 to wound against VEHICLE/MONSTER keywords
5.) Brass Totem: While the wielder is alive/on the table, each time a unit is destroyed, roll a d6. On a result of 6, gain 1 CP. May not reroll these.
6.) Burning Brand of Skalathrax: (Upgrade a combi-flamer, loses the bolter component): Range 12" Assault 2d6 S5 AP-1 D1 Ignores Cover
Warlord Traits:
1.) 8" aura of advance+charge for units that did not shoot
2.) Re-roll charge distance
3.) 8" aura of +1S
4.) Enemy psykers that successfully manifest powers against this unit suffer d6 mortal wounds
5.) 8" aura of ignore failed morale tests on 4+
6.) 5+ FNP
Stratagems:
1.) 2CP - add d6" to charge distance
2.) 2CP - add an additional AP-1 to close combat attacks for that turn (Infantry/Cavalry/Bikes/Daemon Prince only)
3.) 1CP - unit with DREADNOUGHT keyword can move/charge through terrain for the turn with no penalty
4.) 1CP - upgrade a power sword/axe/maul to a daemon weapon (keyword CHARACTER only)
I'd Thanos-style snap my fingers and make it so, if I could.
79099
Post by: Draco
I wold be happy if we would get Mechanicum Thallax Cohort to 40K
https://1d4chan.org/wiki/Thallax says "INQUISITORIAL CORRECTION: White Dwarf 67 mentions them still existing in the 41st Millennium as the main forces of the Ordo Reductor."
111831
Post by: Racerguy180
Draco wrote:I wold be happy if we would get Mechanicum Thallax Cohort to 40K
https://1d4chan.org/wiki/Thallax says "INQUISITORIAL CORRECTION: White Dwarf 67 mentions them still existing in the 41st Millennium as the main forces of the Ordo Reductor."
this-^-^-^
119289
Post by: Not Online!!!
Alpha Legion:
saboteur marines, something like chosen but with inbuilt alternate deployment without wasting CP, also breacher charges.
Alpha Legion Agent's: something along the line of scouts, maybee cheaper but more along the line of a veteran profile wise.
Word Bearers:
Somthing to represent the religios fanaticism better.
Worse but cheaper cultist blobs
Renegade Chapters:
An option for regular SM toys.
World Eaters allready covered thanks to post above.
IW:
siege artilery?
Emperors children:
Combat drug apothecary.
Usefull CSM additionally usefull tac Marines....
A proper GW flyer
Chaos Droppods....
Cheaper Terminators, period for all terminator units, except HQ's they are fine.
R&H:
I WANT MY MILITIA TRAINING BACK!!!
I WOULD ALSO LIKE TO GET ACESS TO DEAMON ENGINES
Grenadiers: think Kasrkin with Hellguns but chaosy
How about a guerilla unit. Could be along the lines of 8-10pts, all get sniperrifles and breacher charges.
anarchist mob, could even get incindiary nades.
Regular artillery models without beeing on a chimera chasis for IG.
A Kit for the griffon (chimera with a heavy mortar in the back)
Dark Mechanicus.
A proper Chaos tank that can take Hades autocannons.
Cheaper and better defilers.
13740
Post by: Valkyrie
AdMec:
- Some sort of Skitarii Alpha character, similar role as a CC in Guard lists.
- Proper transports, not overcosted FW ones.
- Named characters for each forge.
- Artillery pieces? Would be a good addition as our long-range is quite lacking.
119289
Post by: Not Online!!!
Valkyrie wrote:AdMec:
- Some sort of Skitarii Alpha character, similar role as a CC in Guard lists.
- Proper transports, not overcosted FW ones.
- Named characters for each forge.
- Artillery pieces? Would be a good addition as our long-range is quite lacking.
Indeed, it is about hightime we get some regular backfield non SPA artillery sets from GW.
100523
Post by: Brutus_Apex
Dark Eldar:
Incubus Lord
Plastic Incubi with more weapon options
Sky board riding Incubi
An incubus Chariot
Larger Mecha style Incubi with giant swords and some kind of ranged option (roughly the size of a crisis suit)
A giant Incubus Samurai wraith knight model
A Drukhari Assassin HQ
A slave catching Hellion Chariot with a bunch of sky boards floating around chained to it.
Kabalite heavy weapons unit like devastators
True born with Shard Carbines and Ghost Plate
Updates Grotesques
Updated HQ and special characters
Lhamian plastic units
Sky board/Jetbike/wing options for all HQ
Dark Eldar Terrain (because why not?)
Eldar:
Plastic Warlocks
Plastic Shining spears
Updated guardians
Warp spiders with the option for close combat. I want to see 8 limbed power blade wielding warp spiders
Fire dragons
Howling Banshees
Dark Reapers
World Eaters:
Berzerker Lord
Juggernauts
Terminators
Berzerkers
Dreadnought
Jump Pack Berzerkers
New Berzerker Transport tank
Chaos Marines:
Literally redo mostly everything.
84472
Post by: Wolf_in_Human_Shape
Not Online!!! wrote:
R&H:
I WANT MY MILITIA TRAINING BACK!!!
I WOULD ALSO LIKE TO GET ACESS TO DEAMON ENGINES
Grenadiers: think Kasrkin with Hellguns but chaosy
How about a guerilla unit. Could be along the lines of 8-10pts, all get sniperrifles and breacher charges.
anarchist mob, could even get incindiary nades.
Regular artillery models without beeing on a chimera chasis for IG.
A Kit for the griffon (chimera with a heavy mortar in the back)
Dark Mechanicus.
A proper Chaos tank that can take Hades autocannons.
Cheaper and better defilers.
I shall make many sacrifices to support your efforts. We need both factions fleshed out!
35310
Post by: the_scotsman
Draco wrote:I wold be happy if we would get Mechanicum Thallax Cohort to 40K
https://1d4chan.org/wiki/Thallax says "INQUISITORIAL CORRECTION: White Dwarf 67 mentions them still existing in the 41st Millennium as the main forces of the Ordo Reductor."
Forgeworld may be opting to discontinue that original and interesting unit design in favor of more rhino doors and mark XVIIXVCQ space marine armor instead of giving them 40k rules.
2 hard 2 make roolz, lets just make sure we have chapter specific doors for the Space Marine Repulsive tank.
79956
Post by: xlDuke
Adeptus Mechanicus:
Skitarii Prime HQ - M 6 WS 3+ BS 3+ S 3 T 3 W 3 A 2 Ld 7 Sv 4+ character, re-roll wound rolls of 1 in shooting phase for friendly Skitarii units within 6", equipped with a broad spectrum data-tether, a special weapon/pistol and a melee weapon (from the existing lists).
A more customisable Dominus that can fit the various schools a Tech-Priest might go into, with more exotic ranged and melee weapons with suitable warlord traits.
Access to most of the 30k Forgeworld range.
Orks:
Painboss HQ
Big Meks that allow re-rolls of 1 for units within 6" in the shooting phase.
Warlord upgrade for Warboss similar to Chapter Masters for SM.
Ork Yella - character similar to Waaagh! banner Nob, giving re-rolls of 1 to wound in the fight phase for units within 6"
Grot snipers
'Ard Boyz
118527
Post by: Delvarus Centurion
Ralis wrote:Okay, This is purely wish listing on my part. I don't have any insider knowledge or anything like that, (( If I did it would be in news/rumors right? )) So I'm just kinda thinking about the types of units I would like to see added to the game, I will try to break it down by army.
Harlequins:
Troop master on Sky weaver: I really would like to see an HQ on a bike for them, I don't think this is a really outrageous request, Since multiple other armies, (Including both Craftworlds and Drukari) already have HQs on bikes. It would be the go too HQ for an outrider detachment with sky weaver jet bikes.
Warlocks: They were an option for Harlequins in 2nd, the models already exist, just add them to the codex.
Mimes: Another throw back to the older edition: they are assassins and infiltrators. Perfect for either a small unit of elites, or maybe even infiltrating mobs as a troop option. Either way it would give your opponent something to deal with while your Players cross the field.
Master Mime: The master mime was the leader of the Mimes (yeah imaginative I know )) I'm not sure if I'd make him an HQ or just a one of elite like a solitaire.
Hornet and Lynx: These are Forgeworld models, so they already exist, Another case of "Just add them to the list"
[ Kroot
This is looking at what sort of units would need to be added to make Kroot a stand alone army, not taking into account them "adopting" other T'au allies, like the Vespid
Master Shaper: This would be the big bad HQ choice, the one that leads a whole warworld into battle, and can hold his own against other nasty melee HQ options, maybe not as bad as a named HQ, but at least go toe to talon(?) with a space marine lieutenant
Shaman: Some sort of Kroot shaman, psyker, or psudo-psyker I think would be a welcome addition, to the HQ line-up. Maybe give them the conclave treatment for an elite option.
Throne guard: This would be some sort of elite infantry unit, Something stronger and nastier then your standard carnivores, either as a second troop type, or an elite. For some reason I see them with shields, and a cut down kroot carbine.
Lessor knarloc: The lessor Knarlocs would be a fast attack Calvary type unit. I'd love to see about 3 of these surrounded by Kroot Hounds as an outrider detachment.
Great Knarloc: Just the Forgeworld unit, back as a heavy support option. Maybe an additional option to give them some sort of artillery weapon.
Orks
With Orks just around the courner, its only fitting that we think about them. I really don't think they need additional unit options, as much as they just need some of their existing kits updated.
War buggy: Just needs to be updated
War Traxx: Just need an Update
Deffcopter: needs a proper multi-park kit, and not just a re release of the aobr ones.
Triumvirate: Some sort of triumvirate box, to go with a story for the Orks. A new Gazkull model, maybe a Mad Doc and something else, named Nob or something I don't know.
Space Wolves
I can't think of anything they really need new or updated. Maybe wulfen that look like actual werewolves and not wolverine on a bad day.
Well this is all I have for right now. Please feel free to discuss, or even mention your own feel free. Just keep things civil.
World Eaters: we need some WE juggernauts.
Space Wolves, we need a CC unit that isn't good because its a wolf or a wolf mutant.
Orks, more gretchen,s and squigs so we can have a gretchin army and an ork army and a squig army. Like the way the Imperium and Chaos have multiple armies.
IG: a super baneblade.
GK: a Daemon Primarch killer, like the dreaknight but far bigger.
Custodes: a shooty unit.
Sisters of Battle:bikes or jet bikes
Tyranids: need some gargantuan creatures.
119289
Post by: Not Online!!!
Wolf_in_Human_Shape wrote:Not Online!!! wrote:
R&H:
I WANT MY MILITIA TRAINING BACK!!!
I WOULD ALSO LIKE TO GET ACESS TO DEAMON ENGINES
Grenadiers: think Kasrkin with Hellguns but chaosy
How about a guerilla unit. Could be along the lines of 8-10pts, all get sniperrifles and breacher charges.
anarchist mob, could even get incindiary nades.
Regular artillery models without beeing on a chimera chasis for IG.
A Kit for the griffon (chimera with a heavy mortar in the back)
Dark Mechanicus.
A proper Chaos tank that can take Hades autocannons.
Cheaper and better defilers.
I shall make many sacrifices to support your efforts. We need both factions fleshed out!
I actually have 3-4 in there: CSM, R&H, IG and Dark Mechanicus depending on how you count them.
You know what really pains me? The FECKING USELESS COVENANTS and the acess denied to daemon engines for R&H. Why are our Warlod abilities gone, did our Demagogues just do to much warpstuff and forgot anything? Why don't we get access to Stratagems? Why don't DKoK don't get access to stratagems of regular AM?
Also why don't we have a predator with a twin Hades Autocannon? Why don't we have a Stalktank with an Hades Autocannon? Why are Hades Autocannons only restricted to Hellturkey and the GUNDINO?
Why are defilers still the laughing stock of any big and mean walker?
Why are Terminators and tac /regular CSM still useless as wet noodles? Especcially CSM which get cut on any list because cultists are just better at their job? Why can all but Cult Legions not get anything special? Why do we still lack a Gretchin HQ for that fluffy fun Gretchin revolutionary front? (No seriously that would be amazing with grottanks everywhere)
Why are regular spacemarine dreds so abismal?
Do we even have enough sacrifice to get a 1/10th of this done via a demonic ritual?
35310
Post by: the_scotsman
Defilers a laughingstock? Defilers are pretty frickin' awesome in this edition, basically pick twin HB or twin las and the flail and that thing is an absolute terror. 3 S12 flat 3 damage attacks, 4 S16 D6 damage attacks make mincemeat of anything it gets to, and with 8" movement and access to warptime and all daemon buffs it will get to things.
119289
Post by: Not Online!!!
the_scotsman wrote:Defilers a laughingstock? Defilers are pretty frickin' awesome in this edition, basically pick twin HB or twin las and the flail and that thing is an absolute terror. 3 S12 flat 3 damage attacks, 4 S16 D6 damage attacks make mincemeat of anything it gets to, and with 8" movement and access to warptime and all daemon buffs it will get to things.
FAQ removed acess to daemon buffs.
Also melee in this edition? Against what targets, btw don't forget that defilers are only hitting half the time, so your 12 attacks will translate into only 6 hits.
74840
Post by: Headlss
Just a quibble but Dark elfs don't have HQs on bikes or skyboards.
We would love some.
120625
Post by: The Newman
A space marine codex that isn't turbo jank?
91128
Post by: Xenomancers
Primaris marine squad with super lascannons (hellblaster equivalent)
A close combat oriented Primaris marine (hopefully with darthmaul style double ended laser staves)
113254
Post by: TheFleshIsWeak
Dark Eldar:
- Wings option for Archon
- Jetbike or Skyboard option for Succubus
- Mandrake HQ
- Scourge HQ
- Dracon HQ
- Demi-Haemonculus HQ
- Might be nice to have a Kabalite unit with more melee ability
71534
Post by: Bharring
CWE:
-More Aspects: It's fine if they overlap on roles as long as they're distinctive in how they accomplish it. Fluffwise, there are many more aspects. So having maybe a rapidfire or lasblaster troop Aspect or a jumppack CC unit or stealthy anti-tank unit would be cool.
-Variant shrines: Wouldn't the Warriors of a shrine take after their Exarch? So, perhaps a Reaper Exarch with a Shuriken Cannon would have a Reaper squad where eveyone has a Shuriken Cannon. Or a Fire Dragon squad full of Flamers. Not things like Tempests or Executioners or Firepike or Scorpions Claw, though - those should always be Exarch-only.
-Guardian Specialist Squad: As per Guardians, but Elite. Can take a Heavy platform or 2 Specials and up to 2 CC weapons per 5. All non-special/CC models in the squad can be equipped with Shurkien Catapaults, pistol/sword, or lasblaster.
-Prince: Like an Autarch, but more CC options like Void Sabres. Does not have the Stratagem rule, lower Ld, but Autarch should be less of a beatstick than the Prince.
Tau:
-Crisis Response: Crisis teams of 1-2 members. Otherwise the same. Drop in to deal with a crisis.
-Heavy Weapons Team: Heavy support Fire Warriors. 1 per 4 may take a heavy weapon - an Ion Rifle or Seeker Missile.
SM:
-An anti-tank Whirlwind.
Corsairs:
-Everything from 7th. Especially their customization.
-A Patrol that allows taking CWE units in the same detatchment
71704
Post by: skchsan
DA:
Generic Master on Bike
Necron:
Pariahs - lychguard equivalent w/o ranged weapon and null zone
Ork:
Viable gretchin gorkamorka-esque army & units to go with it
Proper grot tank (rules and non-resin)
Nob with WAAAAGH banner on bike
New deffkopta kit (one from vedros)
30490
Post by: Mr Morden
Sisters:
Non unique Canoness (or Palatine) with Jump Pack - we have the twins but not generic ones
Artificer armoured Canoness
Artificer armoured Celestains
Mechanicum:
Alpha-Prime Skitari
Transports
Raven Guard
Marine Snipers - not Scouts, Marines - hell them for all chapters.
Guard
The myriad of units in the fluff so regiments with:
Carapce armour
Steampunk armoured battesuits
Laser reflective armour
Las locks
Cavalry
Bikes
95818
Post by: Stux
Inceptors with Storm Shields and Power Lances. Jousting jetpack Knights!
91128
Post by: Xenomancers
Mr Morden wrote:Sisters:
Non unique Canoness (or Palatine) with Jump Pack - we have the twins but not generic ones
Artificer armoured Canoness
Artificer armoured Celestains
Mechanicum:
Alpha-Prime Skitari
Transports
Raven Guard
Marine Snipers - not Scouts, Marines - hell them for all chapters.
Guard
The myriad of units in the fluff so regiments with:
Carapce armour
Steampunk armoured battesuits
Laser reflective armour
Las locks
Cavalry
Bikes
Is there a legit reason why the stalker bolter does not have the sniper rule? The weapons modeling is literally putting a sniper scope onto the bolt rifle.
Ummm - yeah I think I want to see gaurdsmen on bikes too - I feel like this would be a pricey (cash wise) unit to put on the table though.
30490
Post by: Mr Morden
Xenomancers wrote: Mr Morden wrote:Sisters:
Non unique Canoness (or Palatine) with Jump Pack - we have the twins but not generic ones
Artificer armoured Canoness
Artificer armoured Celestains
Mechanicum:
Alpha-Prime Skitari
Transports
Raven Guard
Marine Snipers - not Scouts, Marines - hell them for all chapters.
Guard
The myriad of units in the fluff so regiments with:
Carapce armour
Steampunk armoured battesuits
Laser reflective armour
Las locks
Cavalry
Bikes
Is there a legit reason why the stalker bolter does not have the sniper rule? The weapons modeling is literally putting a sniper scope onto the bolt rifle.
Nope - sad how they had to have crap like Centurions and stupid looking flyers rather than IMO cool Snipers and the like.
Make it a Marine Stratagem -"AIM Brothers"
I do have some old I bikers - somewhere and still have the IG speeder
84364
Post by: pm713
Great Harlequin.
Proper Wulfen. None of GW's dumb retcon of giving them all weapons.
My Corsairs to get some damn rules again.
86045
Post by: leopard
Orks
- Gretchen HQ, ideally two, think WHFB big boss & warboss, only able to be HQ in a formation with zero orks
- Gretchen sniper, character rule, 24" range sniper rifle, nothing special other than able to pick out characters, otherwise a slightly longer ranged grot blaster
- Gretchen flagonnastick, Grot banner, only inspires grots
the above as much for humour as anything, but make a grot rebellion list or detachment viable
CSM
- HH era special and heavy weapon teams (5 - 10 man, all the same weapon)
- HH era banner carrier
the above are totally not influenced by a desire to use a Thousand Sons 30k force in 40k...
113786
Post by: C4790M
GSC: A superheavy mining drill like the Mole from Thunderbirds. Covered in flamers and with ambush and transport capabilities. Also a dog/genestealer hybrid like the dog xenomorph from Aliens 3 in the fast attack slot
42013
Post by: Sinful Hero
Dark Eldar-
As mentioned before Wings for Archons. Jetbikes are apparently in the Wych cult armory now, but a succubus with the option would be cool.
Return of Trueborn.
Kheradruak and other special characters from the 5th codex to return.
Expanded beast/arena range.
Finecast kits updated to Plastic.
Tyranids-
Dominatrix. Preferably plastic.
Plastic Hierophant.
Pyrovore/Biovore dual kit.
Lictor/Deathleaper kit with possibly an alternate build.
Updated Harridan and Heirodules. Perhaps to plastic. Tyrannofex is already a similar size to the Heirodules, so I don’t think this would be too far-fetched.
Genecults-
Giant drill as mentioned above, or in-faction access to the Hades Breaching Drill.
Abberants with Heavy mining lasers/other heavy ranged weapons.
More crazy bombs and dynamite holders- perhaps a demolition unit.
64133
Post by: Ralis
A lot of people seem to think that Admech need a transport. I would REALLY like to hear the argument for this, since I seem to be in the minority that don't really think they need once, other then as a turn one bunker to hide Skitarii in.
I agree whole heartedly that they could use some sort of Skitarri prime HQ unit since they're HQ selections are so limited.
119289
Post by: Not Online!!!
Ralis wrote:A lot of people seem to think that Admech need a transport. I would REALLY like to hear the argument for this, since I seem to be in the minority that don't really think they need once, other then as a turn one bunker to hide Skitarii in.
I agree whole heartedly that they could use some sort of Skitarri prime HQ unit since they're HQ selections are so limited.
The vast majority of their Melee infantery needs mobility.
They are quite costly as is, atleast with a transport you could bring them into melee without just wasting pts.
108351
Post by: Process
C4790M wrote: Also a dog/genestealer hybrid like the dog xenomorph from Aliens 3 in the fast attack slot
This would be friggin awesome- personally id rather see large beast size than dog sized but same principle- fast moving close combat beast. Like a rhinoceros genestealer hybrid. Automatically Appended Next Post: The unit i want more than anything is Primaris Terminators- with really classic blocky armour- basically tiny dreads.
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Post by: BoomWolf
Not Online!!! wrote:the_scotsman wrote:Defilers a laughingstock? Defilers are pretty frickin' awesome in this edition, basically pick twin HB or twin las and the flail and that thing is an absolute terror. 3 S12 flat 3 damage attacks, 4 S16 D6 damage attacks make mincemeat of anything it gets to, and with 8" movement and access to warptime and all daemon buffs it will get to things.
FAQ removed acess to daemon buffs.
Also melee in this edition? Against what targets, btw don't forget that defilers are only hitting half the time, so your 12 attacks will translate into only 6 hits.
Only stratagems, spells and auras still work
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Post by: Kharne the Befriender
Necrons:
The Silent King please
After that literally anything canoptek, I need more insectobots. And maybe a Necron titan equivalent from FW?
Thousand Sons:
Psychic Dreadnought
Those psychic Castellax
And those khinerai(?) Blade guys. Theyre in 30k so no reason they cant be in 40k
42013
Post by: Sinful Hero
Process wrote:C4790M wrote: Also a dog/genestealer hybrid like the dog xenomorph from Aliens 3 in the fast attack slot
This would be friggin awesome- personally id rather see large beast size than dog sized but same principle- fast moving close combat beast. Like a rhinoceros genestealer hybrid.
Automatically Appended Next Post:
The unit i want more than anything is Primaris Terminators- with really classic blocky armour- basically tiny dreads.
A wider variety of Genestealer hybrids in general would be cool.
119289
Post by: Not Online!!!
A plastic full model Kit for cultists?
42013
Post by: Sinful Hero
Plastic or even resin for Eldar, Tau, and Ork hybrids would be interesting, although unlikely.
120227
Post by: Karol
jetbikes for GK, and some sort of cheap chaff unit. Could be swarms of servo skulls with flamers or servo skull floating mines.
119507
Post by: parakuribo
Just Chaos-
New cultists with flamer and stubber options.
An actual lord on a Juggernaut, bike, etc.
A named Slaaneshi KoS.
119289
Post by: Not Online!!!
Sinful Hero wrote:
Plastic or even resin for Eldar, Tau, and Ork hybrids would be interesting, although unlikely.
Ayy, eldar aspects seriously need new boxes. Same goes for orks. Deffkoptas especially.
Actually come to think of it csm / SM regular boxes with all heavy and special weapons options would be nice(oh and rules where they don't suck so hard)
Plastic all options havocs.
An Inferno rocket battery Rhino. (the thing that is on Titans normally as additional weapon, was S7 D4 and large blast, so maybee 2d6 s7 AP -1.)
An predator with full on Hades autocannons and a dual one for the main turret. Automatically Appended Next Post: Karol wrote:jetbikes for GK, and some sort of cheap chaff unit. Could be swarms of servo skulls with flamers or servo skull floating mines.
What about aspirants, better scouts some more fancy gear?
108778
Post by: Strg Alt
Catachans:[u]
-New grunt kit.
-Choppa kit.
-Jeep kit.
79409
Post by: BrianDavion
Space Wolves:
A skald elite choice, it could mechanicly simply be the same as a banner bearer for vanilla, it could be something differant, I just think it'd fit with space wolves nicely.
75179
Post by: Torquar
Szarekh
More Triarch units
Pariahs or Pariah equivalents. If Necrons fought the Old Ones with their current level of anti-psyker they'd be crushed hard.
50331
Post by: usmcmidn
Corvus Blackstars that can shoot special issued ammunition.
85390
Post by: bullyboy
Eldar Knight Codex with a one or two new knights.
Current knight broken into three types...
1. Assault variant (sword and shield)
2. Guardian variant (heavy weapon and shield)
3. Heavy variant (dual heavy weapons)
Add new rules that give a knight better invuln when moving faster (holo fields) or increase firepower when moving slower (can be strategems...I'm OK with that).
Add 2 new light variants that are between wraithlord and current knight size, one with dual improved pulse lasers, one with lance and shield.
Add warlord traits, strategems, etc.
I'd be all over that shizz
119289
Post by: Not Online!!!
bullyboy wrote:Eldar Knight Codex with a one or two new knights.
Current knight broken into three types...
1. Assault variant (sword and shield)
2. Guardian variant (heavy weapon and shield)
3. Heavy variant (dual heavy weapons)
Add new rules that give a knight better invuln when moving faster (holo fields) or increase firepower when moving slower (can be strategems...I'm OK with that).
Add 2 new light variants that are between wraithlord and current knight size, one with dual improved pulse lasers, one with lance and shield.
Add warlord traits, strategems, etc.
I'd be all over that shizz
Phantom constructs exist allready.
65284
Post by: Stormonu
Guard:
- Lite recon tank, like a WW2 Stewart; have turoboost sort of move, main cannon is an Autocannon & hull-mounted flamer or bolter
- non-Superheavy transport designed to hold the likes of a conscript squad
- "Walking" anti-tank/support guns (looks like a Tarantula battery but the legs allow it to scuttle about slowly like a crab)
- Calvary on something other than horses as a heavy infantry option geared for close combat (battlecats would be lovely, bulldogs would be funny)
- Bikers; separate from Calvary, essentially scouts with a pair of front-affixed stubbers
- Stratagem to lay minefields, cover or other hazards about the battlefield (Sort of like the Catachan booby-traps, but for all Guard)
Marines:
- Heavy weapon option for the basic squad
- Underslung/Combiweapon options for Primaris
- Specialty grenade stratagems: Rad, Virus, Vortex, Hallucigen, Toxic, etc.
- Primaris Terminators
AdMech
- Hover transport, akin to a WW2 beach lander
Necron
- Return of pariahs; No psychic powers, they only have the ability to Deny the Witch
Tyranid
- Termagant/Hormagaunt multi-kit (instead of a seperate box for each)
119289
Post by: Not Online!!!
Stormonu wrote:Guard:
- Lite recon tank, like a WW2 Stewart; have turoboost sort of move, main cannon is an Autocannon & hull-mounted flamer or bolter
- non-Superheavy transport designed to hold the likes of a conscript squad
- "Walking" anti-tank/support guns (looks like a Tarantula battery but the legs allow it to scuttle about slowly like a crab)
- Calvary on something other than horses as a heavy infantry option geared for close combat (battlecats would be lovely, bulldogs would be funny)
- Bikers; separate from Calvary, essentially scouts with a pair of front-affixed stubbers
- Stratagem to lay minefields, cover or other hazards about the battlefield (Sort of like the Catachan booby-traps, but for all Guard)
Marines:
- Heavy weapon option for the basic squad
- Underslung/Combiweapon options for Primaris
- Specialty grenade stratagems: Rad, Virus, Vortex, Hallucigen, Toxic, etc.
- Primaris Terminators
AdMech
- Hover transport, akin to a WW2 beach lander
Necron
- Return of pariahs; No psychic powers, they only have the ability to Deny the Witch
Tyranid
- Termagant/Hormagaunt multi-kit (instead of a seperate box for each)
You do realise the salamander scout tank is an option, and fairly easy to build one too:
Costs 79pts a pice with a heavy stubber, autocannon and a heavy bolter, get's an additional movement phase of up to 9" before the game starts and is comparable to a chimera toughness wise.
Built mine out of a chimera chasis of a basilisk.
87405
Post by: bibotot
Add back Absrubael Vect and other Dark Eldar characters. Also on the list:
Imperial Guard bikers with shotguns. Or at least give Rough Riders shotgun option.
Tau artillery units that are not mounted on grav tanks.
120227
Post by: Karol
GK don't have aspirants, their method of creation is superior to any marine, and when they are made they are already ready to fight in a termintor armor and equal to other chapters most veteran soldiers, only on top of being better they are also all psykers. In fluff of course. Rules wise I don't really care what the chaff would look or be called.
the jetbikes could be unicorns for all I care, I just want something that moves fast is shoty and is good in melee.
116849
Post by: Gitdakka
for the orks
Ork Guntrukk (a fast trukk with loads of big shootas or a cannon strapped to it instead of transport capacity)
Ork ammotrukk (gives +1 to hit in shooting to units near it, but when it dies it explodes terribly)
flying bomb squigs kamikaze squads (preferably with grots strapped to them for good laughs)
Ork battle tank (hilarious amount of guns or flamers strapped to it to compensate for bad bs)
'ard boys
more gretchin variants
cyborks
119289
Post by: Not Online!!!
Karol wrote:
GK don't have aspirants, their method of creation is superior to any marine, and when they are made they are already ready to fight in a termintor armor and equal to other chapters most veteran soldiers, only on top of being better they are also all psykers. In fluff of course. Rules wise I don't really care what the chaff would look or be called.
the jetbikes could be unicorns for all I care, I just want something that moves fast is shoty and is good in melee.
MHM http://wh40k.lexicanum.com/wiki/Grey_Knights
nope they do have Neophyts/ Aspirants, all of them are psychic but they are not superior in any way compared to normal marines beyond psychic capabilities.
Get the salad out of your eyes pls.
62169
Post by: Wulfmar
Here's my List
Vect
Sliscus
Lady Malys
Trueborn
War Buggies
War Tracks
Deff Koptas
Plastic Ork Kommandos.
You may notice a theme - either GW squatted them because they couldn't be arsed to make a model.... OR, GW couldn't be arsed to update a model from 3rd edition
119289
Post by: Not Online!!!
Wulfmar wrote:Here's my List
Vect
Sliscus
Lady Malys
Trueborn
War Buggies
War Tracks
Deff Koptas
Plastic Ork Kommandos.
You may notice a theme - either GW squatted them because they couldn't be arsed to make a model.... OR, GW couldn't be arsed to update a model from 3rd edition
Never really understood why vect got never an updated footmodell.
Also Orks are in serious need of some plastic love.
Actually have people ever thought about a fleshed out Lost and the damned codex?
From that old campaign. Heck for all i care it would make a great basis for paramilitarized Cultists, mutants, Big mutants, maybee even new Spawn.
112343
Post by: Zhothac Thoth
Thousand Sons
New named characters
A couple new HQ models
Specialist rubrics with sniper riles or their own type of heavy weapons
Would love to see new models for the marines of the Thousand sons that's unique to them.
Edit: would also like to see thrall wizards we had rules for them in 3.5 chaos codex.
64133
Post by: Ralis
Not Online!!! wrote:Ralis wrote:A lot of people seem to think that Admech need a transport. I would REALLY like to hear the argument for this, since I seem to be in the minority that don't really think they need once, other then as a turn one bunker to hide Skitarii in.
I agree whole heartedly that they could use some sort of Skitarri prime HQ unit since they're HQ selections are so limited.
The vast majority of their Melee infantery needs mobility.
They are quite costly as is, atleast with a transport you could bring them into melee without just wasting pts.
What melee infantry? You talking about Ruststalkers? Why would you take Ruststalkers instead of Inflitrators that deep strike? I wouldn't confuse Vanguard or Rangers as Melee.
65284
Post by: Stormonu
Not Online!!! wrote:
You do realise the salamander scout tank is an option, and fairly easy to build one too:
Costs 79pts a pice with a heavy stubber, autocannon and a heavy bolter, get's an additional movement phase of up to 9" before the game starts and is comparable to a chimera toughness wise.
Built mine out of a chimera chasis of a basilisk.
Hadn't heard of the salamander - will have to look into that.
74840
Post by: Headlss
A few named slanneeshi deamons. A keeper of secrets. And a pair of Heralds on seekers (or fiends) make them always come in pairs and give the re-roll wounds buff.
Or some seekers that can take lash whips. That way you can play slanneeshi deamons and have shooting too.
118486
Post by: Andykp
Primaris marines: a battle tank on the repulsor hull. A flyer transport. An assault type unit, pos aggressors with chain fist or lightening claws.
ORKS: plastic tracks and buggies. A battle tank like the old epic ones.
Guard: better looking infantry units. Like mad robots excellent grognard regiment
I don’t get why people want more named characters, I never use them and like to invent my own. The idea of vect on a 40k battlefield is crazy. Why would he bother. Same for the silent king. And primarchs???
Like the idea of skitarii alphas hq choices. Like an autarch for them. Automatically Appended Next Post: Oh. And harlequin jetbikes characters. High avatar.
And more demons. Love demons.
108925
Post by: Dakka Flakka Flame
There are so many Ork things I want to see that I won't even bother to list them.
Imperial Guard
A Fast Attack choice that seems more organic to Infantry Regiments, for filling out Brigade detachments without having to say that certain units actually came from other regiments. I think that Sentinels and Rough Riders (if they still count) do seem like the kind of thing that might be organic to infantry regiments, but it seems more of a grey area thing to me.
I'd like a scout-type unit similar to Tau Pathfinders. Maybe only an armor save of 7+, but they get camo cloaks and a scout move.
We saw a dog model in the Rogue Trader preview. A unit of cyber mastiffs or something like that could make an interesting Fast Attack choice.
I'm fairly happy with the IG codex, but I'd like to see expansions down the road that better represent the wide variety of regiments out there. Things like Light Infantry with no armor, Heavy Infantry with Carapace Armor, and veteran regiments which are hard to represent now with the Rule of 3.
I'd like new plastic models. I've got a small army of Catachans and a small army of Cadians, but I've pretty much only been buying LRBTs the last couple years because I don't think the IG plastic infantry has aged well.
As others have said, I'd like plastic towed artillery. I think the Forge World stuff is cool, but it's dang expensive. I'd mostly like it for apocalypse-sized games.
I'd also like a Regimental Commander HQ choice. I think it would be cool if the Regimental Commanders had a different set of orders.
79006
Post by: Nightlord1987
Gretchen Snipers for Orkz, renegade Snipers for CSM.
Seems silly that only Imperials, Eldar, and Tau utilize snipers in a war torn galaxy.
29836
Post by: Elbows
I think wishlisting is a dangerous thing, because more often than not it's rather selfish (i.e. I want more powerful X, or Y). I also think people really miss the point of having different armies. You see a ton of "Well, they have it, why can't I?' - even already in the posts in this thread.
If everyone has access to the same stuff, the point of having different armies disappears pretty quick. You see it a ton with Chaos Space Marine players "Why can't we have X Space Marine vehicle"...because then you'd just be playing Space Marines. I'd actually prefer if GW went the other direction and made the armies more disparate, and more unique.
I do think for a flavor/interest route, the Eldar should have had an Exodite Dragon Knight faction well before the silly Ynnead attempt, and the full line of models for Harlequins. Harlequins didn't need to become an army, and Dragon Knights could have been something very different from any other faction we currently have (a cavalry army with huge riding beasts?).
74840
Post by: Headlss
Elbows wrote:
I do think for a flavor/interest route, the Eldar should have had an Exodite Dragon Knight faction well before the silly Ynnead attempt, and the full line of models for Harlequins. Harlequins didn't need to become an army, and Dragon Knights could have been something very different from any other faction we currently have (a cavalry army with huge riding beasts?).
That I would play.
42013
Post by: Sinful Hero
What would be a unique gameplay difference between bike-riding Eldar and dinosaur-riding Eldar? They both fill the same niche(fast Cavalry).
84364
Post by: pm713
One is on a small and fast flying machine. One is on a giant lizard. You could change a fair few things for example making the Exodites into more cc focused Eldar.
119289
Post by: Not Online!!!
pm713 wrote:One is on a small and fast flying machine. One is on a giant lizard. You could change a fair few things for example making the Exodites into more cc focused Eldar.
And ultimately a non option because lizards can't Fly.....
As much as i'd love to see such an army i can't fathom someone playing them when your faction have allready cool bikers that ignore terrain.
As much as it pains me to say that scatbikes are cool..
119854
Post by: Skaorn
The problem with Exodites is why are they wandering away from their maiden world and picking fights? Harlequins at least have reasons to pop up all over the galaxy to fight and even the GSC can be reasoned to have elements (like your army leader) slip off to start another infestation elsewhere before a Hive fleet devours their previous world. GW could just as easily do a Kroot Merc list heavy on the Dino riding and they'd at least have more of a reason for popping in various battlefields.
29836
Post by: Elbows
Exodites own worlds...other armies invade those worlds (and in the fluff they used to co-habitate on human worlds, fighting Imperial Knight Barons...yes...dinosaurs vs. robots). It's far easier to justify them than something like the Tau, so I don't see that as an issue.
Do I think Exodites will happen? No, probably not...but they deserved a shot instead of making Harlequins into a tiny one-trick pony army with a handful of kits. And Ynnead has been a huge blunder thus far, generating...nothing of interest.
101463
Post by: Lord Perversor
Elbows wrote:Exodites own worlds...other armies invade those worlds (and in the fluff they used to co-habitate on human worlds, fighting Imperial Knight Barons...yes...dinosaurs vs. robots). It's far easier to justify them than something like the Tau, so I don't see that as an issue.
Do I think Exodites will happen? No, probably not...but they deserved a shot instead of making Harlequins into a tiny one-trick pony army with a handful of kits. And Ynnead has been a huge blunder thus far, generating...nothing of interest.
The Irony is the Ynnead can be the best explanation for such units to appear.
Eldar of diferent backgrounds joinning the Cult of Ynnead and figthing across the galaxy it's the best explanation for some Exodites wandering outside their maiden worlds.
29836
Post by: Elbows
This is all the justification you need:
119949
Post by: FezzikDaBullgryn
Grey Knights:
Paladins that are actual paladins.
Better Transport rules for GK
Better shootas
Better anti-tank shootas
Better stabby rules
Better movement
More CP for pure GK lists
119289
Post by: Not Online!!!
FezzikDaBullgryn wrote:Grey Knights:
Paladins that are actual paladins.
Better Transport rules for GK
Better shootas
Better anti-tank shootas
Better stabby rules
Better movement
More CP for pure GK lists
All terminators would need improvements, GK just exemplifies it.
Marines transports also something all need an improvement.
Ehh, the dakka S fine the cheap chaff unit is missing
See above
Ain't gonna happen
Nope
Pure lists should get additional cp,
102537
Post by: Sgt. Cortez
Ku'gath Plaguefather.
Rotigus is nice, but a large Nurgling on a mountain of Nurglings with a chem laboratory? I'd like that.
120252
Post by: MistaGav
For Primaris
- Plastic Techmarine/ new thunderfire siege cannon thing
- Plastic sentry turrets with some new weapon options like a plasma cannon, Heavy Onslaught Gatling Cannon etc.
- Inceptor Captain/Lieutenant
- Mortis Redemptor dreadnought/dual CCW weapons
- Generic space marine tank commander
- Faster and cheaper transport for Primaris units. Something like a land speeder plus!
104496
Post by: torblind
Necrons:
Ctan shard of the void dragon (after admech fimds it under mars surface and defeats it at great cost):
Costed around 300pt, flying Ctan, exclusive ctan power plus 3 additional powers, bracketed plus fleshbane flamer weapon and death guard drone type resilience.
118486
Post by: Andykp
MistaGav wrote:For Primaris
- Plastic Techmarine/ new thunderfire siege cannon thing
- Plastic sentry turrets with some new weapon options like a plasma cannon, Heavy Onslaught Gatling Cannon etc.
- Inceptor Captain/Lieutenant
- Mortis Redemptor dreadnought/dual CCW weapons
- Generic space marine tank commander
- Faster and cheaper transport for Primaris units. Something like a land speeder plus!
This too.
84364
Post by: pm713
Not Online!!! wrote:pm713 wrote:One is on a small and fast flying machine. One is on a giant lizard. You could change a fair few things for example making the Exodites into more cc focused Eldar.
And ultimately a non option because lizards can't Fly.....
As much as i'd love to see such an army i can't fathom someone playing them when your faction have allready cool bikers that ignore terrain.
As much as it pains me to say that scatbikes are cool..
Dinosaur knights are way cooler than jetbikes.
47138
Post by: AnomanderRake
Ralis wrote:Not Online!!! wrote:Ralis wrote:A lot of people seem to think that Admech need a transport. I would REALLY like to hear the argument for this, since I seem to be in the minority that don't really think they need once, other then as a turn one bunker to hide Skitarii in.
I agree whole heartedly that they could use some sort of Skitarri prime HQ unit since they're HQ selections are so limited.
The vast majority of their Melee infantery needs mobility.
They are quite costly as is, atleast with a transport you could bring them into melee without just wasting pts.
What melee infantry? You talking about Ruststalkers? Why would you take Ruststalkers instead of Inflitrators that deep strike? I wouldn't confuse Vanguard or Rangers as Melee.
...Electro-priests? You could call Kataphron Breachers melee infantry but that's a specific loadout rather than a unit entry.
As for a general argument for transports it'd be nice to have some way of effectively putting positional pressure on the other guy's backfield outside using the one-unit Deep Strike stratagems or needing Sicaran Infiltrators (five shots a guy sounds cool until the day you shoot eighty shots at five Tactical Marines in cover and kill none of them). As-is if you get one of the hold-the-objective-in-the-enemy-deployment-zone missions with a pure AdMech army the best you're going to be able to do is a tie.
119854
Post by: Skaorn
Elbows wrote:Exodites own worlds...other armies invade those worlds (and in the fluff they used to co-habitate on human worlds, fighting Imperial Knight Barons...yes...dinosaurs vs. robots). It's far easier to justify them than something like the Tau, so I don't see that as an issue.
Do I think Exodites will happen? No, probably not...but they deserved a shot instead of making Harlequins into a tiny one-trick pony army with a handful of kits. And Ynnead has been a huge blunder thus far, generating...nothing of interest.
Exodites are doomsday preppers or a militia group. One Exodite world isn't really linked to another but are their own independent worlds. They are primarily focused on agrarian living or nomadic lifestyles following dinosaur herds. They do have forces to defend their planet with ancient Eldar tech like knights but usually have to rely on Craftworlds and Harlequins versus serious threats. They don't really have a reason or the war footing to take a fight to another planet like the Tau or even Kroot do, nor do they need to make regular raids on other worlds to feed their dinosaurs. They chose to abandon their decaying society to live harsh, simple, and self-sufficient lives to avoid the pitfalls most Eldar flung themselves into.
The Tau on the other hand are a threat that, if the Imperium tried to wipe out, they'd have to divert resources from other critical locations and end up crippling themselves in the process. This is because the Tau are a largely unified empire that quickly adapts to changes. Their septs aren't singular worlds but important hub worlds that produce materials for the regular expansion waves of the Empire as a whole. Kroot sell themselves out as mercenary armies and can easily be used by an attacking or defending force that hires them. Unless you want all the Exodite worlds to unite under Ynnari and change them so they decide they want to rebuild a better Eldar Empire, without blackjack and hookers, then they really don't have a reason to be on the galactic stage.
If you want Dinosaurs, Kroot have them already. They also would provide the Tau with much needed allies as they are the army where having allied detachments is best supported by their fluff.
29836
Post by: Elbows
My point was that Exodites are far wider spread and present throughout the known universe than Tau who have only recently had a vague fluff-inspired reason to go beyond their puny borders. Logic-wise, Exodites would be more present/common than Tau.
59050
Post by: pancakeonions
I also would love to see some kind of cavalry unit for the imperial guard. I have a bunch of old and new bikes (Toughest Girls in the Galaxy being the newest figures) and it makes me so sad that I can't field 'em for anything!
113274
Post by: NexAddo
Eldar
Drastanta The Phoenix Lord of the Shining Spears
An Avatar that is a LOW. Twice the points and a true Beast.
Ynnari
Wargeat, Warlord Traits and Stratagems
Reduction in points for the Yncarne and the Visarch so that they see play.
Grey Knights
Points reductions and fix to the Smite Nerf.
.
118486
Post by: Andykp
I would love to see exodites but agree they suffer from the same issues as woodelves and tomb kings did in the old world. How did they get where they are to fight. I quite like the ynarri??? Thing about them joining in the fight. Hop in the web way and away you go. Would give them some flavour. And only one reason to take them over jet bikes. DINOSAURS!!!! Rule of cool wins.
84915
Post by: Heafstaag
I am restating my desire for more guard cavalry. I want an all mounted guard army, on horses, dang it! They even had a small little story about an entire rough rider regiment carrying the day, albeit with grievious losses, as I recall, against necrons in the glorious 5th edition guard book. LET ME FIELD THAT!
A mechanical bit on a horse or two is fine, but give me guard cavalry with options for the love of the Emperor!
An all mounted guard army is my dream army. I would sell every other miniature I own with a smile on my face to field such a glorious force.
74840
Post by: Headlss
Can't the Guard take rough riders? I don't play IG but I thought they already had cavlery.
I also want exodiets riding cold ones. If you need a reason for them to take the world stage they are migrating being pushed out of their home worlds by the Tyrinds. Just like 10 thousand years of barbarians on earth.
84915
Post by: Heafstaag
Headlss wrote:Can't the Guard take rough riders? I don't play IG but I thought they already had cavlery.
I also want exodiets riding cold ones. If you need a reason for them to take the world stage they are migrating being pushed out of their home worlds by the Tyrinds. Just like 10 thousand years of barbarians on earth.
Rough riders can technically still be taken, but they are no longer in the codex. Plus their models are ancient.
Exodites would be sweet. Who wouldn't want those in the game?
119854
Post by: Skaorn
Exodites fled outside the Eldar empire. They were extremists that fled before things got bad. While we will never have hard numbers on anything to do with them, we can make a few educated guesses. There probably wasn't a lot to begin with, most of their worlds would likely be on the fringes of the galaxy, there probably wouldn't be many in the galactic west due to Terra being there and the GC, and their planetary populations wouldn't be that high if they truly want to live in balance with nature. Honestly, I wouldn't be surprised if the Tau was a more populous people than the Exodites. The DE might only have one real major location but the make heavy use of cloning and I wouldn't be surprised if they outnumber the Exodites. I also seem to recall three craftworlds coming to the aid of one Exodite world threatened by a Hive fleet. Even with the webway to connect the different worlds, the paths between are probably very convoluted, considering how GW often portrays webway travel. They also have very little reason to expand beyond their world. Tau had expansion built into their background from the very start and was pushed heavily since the 13th Black Crusade summer event. Even GK and DW have their specific foes they're dedicated to fight at least, even if match ups with other armies make little sense (GK vs Orks).
In my mind, in order to get Exodites to work you would need a colossal event that quickly turned them from a small group of Xenos that could be easily ignored unless you really wanted their planet to a force that actively engaged the rest of the galaxy. If I was to do them, I'd actually do Ynnari as their own sect first and to advance the Eldar story line have the Eldar factions go on a joint mission to spring Isha from Nurgle. Isha being pretty pissed starts seeing other species as a disease on living worlds and turns to her children closest to her, the Exodites, to start saving worlds. To do this, she starts making Eldar, possibly converting them from external sources. I would probably go with animals rather than plants to make them different from AoS and to complement dinosaurs. No ridiculous hybrids like wulfen, just kind of heraldic traits like stag horns, hawk eyes, salmon gills, etc. possibly to define certain units. The act puts Isha into slumber, but she is sustained by the world spirits of Exodite worlds and protected from Slaanesh and Nurgle by them. Now the Exodites begin to travel to other worlds to cleans them of intruders or threats like Nids and Necrons so that they can build more world spirits on them to strengthen Isha. I'd also probably make it so the Eldar gods managed to do some webway maintenance so the connection between Exodite worlds were easier to travel.
Yes you could do something similar with Ynnari but that just feels like smashing the two things together when Isha seems like a much better fit. This would solve their numbers problem and give them a reason for actually going around to pick fights in the galaxy on the backs of their dinosaurs. Admittedly it would also make them very close to the CoO in WMH. Still, it's an example of how I could see the Exodites actually becoming a serious faction in 40k.
111831
Post by: Racerguy180
Elbows wrote:This is all the justification you need:

hellz yea!
118486
Post by: Andykp
That’ll do. Elves on dragons please.
Deathkorp can do all horse armies. I think. Got command squads and commissars.
77922
Post by: Overread
Tyranids:
Plastic duel kits for Pyrovore/Biovore and Deathleaper/Lictor - why these are not already a thing in plastic is beyond my understanding! It's almost a no-brainer and would put Tyranids almost totally in plastic (the only remaining resin being the Red Terror).
A gargantuan/lord of war/knight sized model equivalent. It's about the only "gap" in the Tyranid range from GW at present; most of the rest of the army functions are covered by one or another units.
Shrikes as their own model
110730
Post by: Pink Horror
I think having only two sizes of marines isn't enough. If Cawl can make marines bigger, I think he should also be able to engineer mini-marines (Minoris Marines?). They'd be easier to transport, harder to shoot and good at squeezing into tight places.
120704
Post by: Cynista
For Necrons:
- Bring the Pariahs back, but not the same as before. I'd like to see them as large models (taller than a Primaris marine, but shorter than Guilliman) on a 40mm base and operate independently as a character, similar to imperial assassins. They would be powerfully anti-psychic and tough in combat. I've actually written out some potential rules if anybody cares to see them
- A new large Canoptek beastie. I know there's a big FW thing coming out but I'd like to see something a bit smaller than that, but bigger than the current units, to fill the monstrous creature role. Follow the creepy crawly theme and base it on another insect. A big metal praying mantis would look cool
- More C'tan shards. Outsider, Void Dragon, Burning One. Any or all would be great. With unique fluffy rules
Hello all btw, first post
104496
Post by: torblind
Cynista wrote:For Necrons:
- Bring the Pariahs back, but not the same as before. I'd like to see them as large models (taller than a Primaris marine, but shorter than Guilliman) on a 40mm base and operate independently as a character, similar to imperial assassins. They would be powerfully anti-psychic and tough in combat. I've actually written out some potential rules if anybody cares to see them
- A new large Canoptek beastie. I know there's a big FW thing coming out but I'd like to see something a bit smaller than that, but bigger than the current units, to fill the monstrous creature role. Follow the creepy crawly theme and base it on another insect. A big metal praying mantis would look cool
- More C'tan shards. Outsider, Void Dragon, Burning One. Any or all would be great. With unique fluffy rules
Hello all btw, first post
Cool, post rules in the proposed rules forum
51866
Post by: Bobthehero
Scion specialist units.
Snipers with a sniper that fits between the regular sniper rifle and the exitus rifle
Breachers with demo charges, lascutters ans hotshot lascarbines
Scouts with observation gear, somewhat similar to pathfinders
105713
Post by: Insectum7
"Harness the power. . .!!!"
119854
Post by: Skaorn
Yes, but would you want to if they had feathers lol
29836
Post by: Elbows
Sure, after all the Exodites have to make delightfully soft Space Elf pillows from something.
115530
Post by: Oldboy666
Just wishes?
1) Dedicated Raven Guard units like the FW ones:
- Primaris-scout-snipers
- Primaris-assault-elite
2) Orks
- Big kit for a Boss with options to make a warboss or a big mek (with KFF etc...)
- Squig stuff: models for squig bombs, squig hounds, squig living-shields. squig artillery.... squigs.
- If they start to renew the basic stuff lines like SM are doing with primaris... start with stormboyz.
- Boss for stormboyz or new Zagstruk model
3) In general a big improvement in the new models to be competitive with the oustanding stuff in AOS.
76679
Post by: Hatachi
Dark Mechanicus. FW gave us a HQ, but I want to see what kind of crazy evil cyber monstrosities we can get out of it. Also Lost and the Damned brought in as fully supported plastic army so I don't have to break the bank to play your average joe renegade.
94911
Post by: ProwlerPC
Orks
- 'ard Boyz back
- new Warboss sprue with all the options including bike
- a pain boy that isn't forced to have a powerklaw and bike option
- a squiggly unit
- new buggy and kopter models
- primeork sprue to make either Ghazzy or a generic one (no new sized ork between grots and warboss, it's all covered but Ghazzy''s model is severely undersized before 200 yrs passed in new fluff)
- Looted Tanks kit which is an orky lemun russ with a killkannon and various options for the sponsons and forward mount gun with codex allowing options for conversions using mek gunz for the main gun.
- a big mek kit that's not mega armoured and has bike option
- grot gunners option for all vehicles.
- ork urban scenery/fortification (or rerelease the Imperium cityscape cuz I was going to buy that and convert it)
- beamy deffgun from dow3 retribution making a debut with big mek and regular mek
- regular mek kit that has options
- specialist weapon grot kit and the option for grot units to have one for every 10 grots
84915
Post by: Heafstaag
More guard wish listing:
Give me a huey-esque transport. Have it hold 10 dudes, have 2 heavy stubbers for weapons. I'm thinking t5ish, with like 6 or 7 wounds with a 4+ save? Maybe? Thinking no more the 70 points, but hoping for more like 50 to 60. I would buy 10. If I can't get horse cavalry, give me air cav!
And yes, I know valkyries perform that role, but they are too expensive points wise and hold too few dudes to perform that role. I want entire infantry platoons hopping around. Not like 3 squads.
79409
Post by: BrianDavion
Heafstaag wrote:More guard wish listing:
Give me a huey-esque transport. Have it hold 10 dudes, have 2 heavy stubbers for weapons. I'm thinking t5ish, with like 6 or 7 wounds with a 4+ save? Maybe? Thinking no more the 70 points, but hoping for more like 50 to 60. I would buy 10. If I can't get horse cavalry, give me air cav!
And yes, I know valkyries perform that role, but they are too expensive points wise and hold too few dudes to perform that role. I want entire infantry platoons hopping around. Not like 3 squads.
a transport like that'd be more the 70 points given a RHINO is something like 100. figure proably a good 100 points for it with it's weapons
84915
Post by: Heafstaag
BrianDavion wrote:Heafstaag wrote:More guard wish listing:
Give me a huey-esque transport. Have it hold 10 dudes, have 2 heavy stubbers for weapons. I'm thinking t5ish, with like 6 or 7 wounds with a 4+ save? Maybe? Thinking no more the 70 points, but hoping for more like 50 to 60. I would buy 10. If I can't get horse cavalry, give me air cav!
And yes, I know valkyries perform that role, but they are too expensive points wise and hold too few dudes to perform that role. I want entire infantry platoons hopping around. Not like 3 squads.
a transport like that'd be more the 70 points given a RHINO is something like 100. figure proably a good 100 points for it with it's weapons
Ehh, I see your point, but a rhino is t 7 with 10 wounds. This thing would be trade durability for speed and a couple more shots, less if the rhino takes 2 stormbolters and is in rapid fire range. At guard ballistic skill to boot! Automatically Appended Next Post: Alternatively, let the valkyrie hold 20 dudes. I'd take at least a pair practically every game.
108778
Post by: Strg Alt
Heafstaag wrote:More guard wish listing:
Give me a huey-esque transport. Have it hold 10 dudes, have 2 heavy stubbers for weapons. I'm thinking t5ish, with like 6 or 7 wounds with a 4+ save? Maybe? Thinking no more the 70 points, but hoping for more like 50 to 60. I would buy 10. If I can't get horse cavalry, give me air cav!
And yes, I know valkyries perform that role, but they are too expensive points wise and hold too few dudes to perform that role. I want entire infantry platoons hopping around. Not like 3 squads.
Agreed. The valkyrie just looks bad. My Catachans need a helicopter asap.
119289
Post by: Not Online!!!
Strg Alt wrote:Heafstaag wrote:More guard wish listing:
Give me a huey-esque transport. Have it hold 10 dudes, have 2 heavy stubbers for weapons. I'm thinking t5ish, with like 6 or 7 wounds with a 4+ save? Maybe? Thinking no more the 70 points, but hoping for more like 50 to 60. I would buy 10. If I can't get horse cavalry, give me air cav!
And yes, I know valkyries perform that role, but they are too expensive points wise and hold too few dudes to perform that role. I want entire infantry platoons hopping around. Not like 3 squads.
Agreed. The valkyrie just looks bad. My Catachans need a helicopter asap.
What would you think about a mini transport?
Basically a flying sentinel profile and price wise but in roughly helicopter form. Can transport up to 5 modells and is armed with a twin Heavy stubber and can buy side heavy stubbers. Alternatively you could forgo all transport capacity to give it salvo rocketpods on it's side and replace the twin heavy stubber for a twin autocannon.
Make it a unit 1-3 and give it a rule that they can transport a guard squads split up between them so that you can have 2 transport ones and one with rocket pods for support or have three support ones.
i'd say 50ish pts without equipment would be fair. Automatically Appended Next Post: Hatachi wrote:Dark Mechanicus. FW gave us a HQ, but I want to see what kind of crazy evil cyber monstrosities we can get out of it. Also Lost and the Damned brought in as fully supported plastic army so I don't have to break the bank to play your average joe renegade.
Friend, buy the index online as epub, way cheaper. Additionally GSC, Catachan, cadian and cultists mixed with some chaos barbarians from WHF make for a good looking and well kitbashable and customizable army. (optionally that leaves you with the option that you still can run them as guard, which is atm advisable so long you don't go full 60 disciples and 30 marauders mechanized build.)
Basically the only thing that would be really good, would be finally the release of plastic cultists, that would help immensly.
108778
Post by: Strg Alt
Not Online!!! wrote: Strg Alt wrote:Heafstaag wrote:More guard wish listing:
Give me a huey-esque transport. Have it hold 10 dudes, have 2 heavy stubbers for weapons. I'm thinking t5ish, with like 6 or 7 wounds with a 4+ save? Maybe? Thinking no more the 70 points, but hoping for more like 50 to 60. I would buy 10. If I can't get horse cavalry, give me air cav!
And yes, I know valkyries perform that role, but they are too expensive points wise and hold too few dudes to perform that role. I want entire infantry platoons hopping around. Not like 3 squads.
Agreed. The valkyrie just looks bad. My Catachans need a helicopter asap.
What would you think about a mini transport?
Basically a flying sentinel profile and price wise but in roughly helicopter form. Can transport up to 5 modells and is armed with a twin Heavy stubber and can buy side heavy stubbers. Alternatively you could forgo all transport capacity to give it salvo rocketpods on it's side and replace the twin heavy stubber for a twin autocannon.
Make it a unit 1-3 and give it a rule that they can transport a guard squads split up between them so that you can have 2 transport ones and one with rocket pods for support or have three support ones.
i'd say 50ish pts without equipment would be fair.
Automatically Appended Next Post:
Hatachi wrote:Dark Mechanicus. FW gave us a HQ, but I want to see what kind of crazy evil cyber monstrosities we can get out of it. Also Lost and the Damned brought in as fully supported plastic army so I don't have to break the bank to play your average joe renegade.
Friend, buy the index online as epub, way cheaper. Additionally GSC, Catachan, cadian and cultists mixed with some chaos barbarians from WHF make for a good looking and well kitbashable and customizable army. (optionally that leaves you with the option that you still can run them as guard, which is atm advisable so long you don't go full 60 disciples and 30 marauders mechanized build.)
Basically the only thing that would be really good, would be finally the release of plastic cultists, that would help immensly.
It would be great. You only have to pay attention how you alter it to represent a futuristic helicopter. Go overboard and it looks plain dumb. There could be also extra gubbins on the sprue like big speakers and a single surfboard.
Special Rule: Charlie don´t surf
May be used at the start of the game after both armies have been deployed. If in your deployment zone is a body of water, then Lance may use his surfboard to best effect. The opposing force is awed by his performance and automatically lose the roll for initiative.
119289
Post by: Not Online!!!
Strg Alt wrote:Not Online!!! wrote: Strg Alt wrote:Heafstaag wrote:More guard wish listing:
Give me a huey-esque transport. Have it hold 10 dudes, have 2 heavy stubbers for weapons. I'm thinking t5ish, with like 6 or 7 wounds with a 4+ save? Maybe? Thinking no more the 70 points, but hoping for more like 50 to 60. I would buy 10. If I can't get horse cavalry, give me air cav!
And yes, I know valkyries perform that role, but they are too expensive points wise and hold too few dudes to perform that role. I want entire infantry platoons hopping around. Not like 3 squads.
Agreed. The valkyrie just looks bad. My Catachans need a helicopter asap.
What would you think about a mini transport?
Basically a flying sentinel profile and price wise but in roughly helicopter form. Can transport up to 5 modells and is armed with a twin Heavy stubber and can buy side heavy stubbers. Alternatively you could forgo all transport capacity to give it salvo rocketpods on it's side and replace the twin heavy stubber for a twin autocannon.
Make it a unit 1-3 and give it a rule that they can transport a guard squads split up between them so that you can have 2 transport ones and one with rocket pods for support or have three support ones.
i'd say 50ish pts without equipment would be fair.
Automatically Appended Next Post:
Hatachi wrote:Dark Mechanicus. FW gave us a HQ, but I want to see what kind of crazy evil cyber monstrosities we can get out of it. Also Lost and the Damned brought in as fully supported plastic army so I don't have to break the bank to play your average joe renegade.
Friend, buy the index online as epub, way cheaper. Additionally GSC, Catachan, cadian and cultists mixed with some chaos barbarians from WHF make for a good looking and well kitbashable and customizable army. (optionally that leaves you with the option that you still can run them as guard, which is atm advisable so long you don't go full 60 disciples and 30 marauders mechanized build.)
Basically the only thing that would be really good, would be finally the release of plastic cultists, that would help immensly.
It would be great. You only have to pay attention how you alter it to represent a futuristic helicopter. Go overboard and it looks plain dumb. There could be also extra gubbins on the sprue like big speakers and a single surfboard.
Special Rule: Charlie don´t surf
May be used at the start of the game after both armies have been deployed. If in your deployment zone is a body of water, then Lance may use his surfboard to best effect. The opposing force is awed by his performance and automatically lose the roll for initiative.
First of, that would be a helicopter Ace? Maybee instead of such a rule why not give it another rule: If you transport your whole army in the Helis you get +1 on the roll for initiative. Mind you since the rule of three applies and they cost moderatly many pts you will at maximum only be able to transport 45 modells and that is if you only bring transport versions which share their slot with the attack one. Additionally they don't get shock deployment and are not hard to hit as to balance them.
Secondly: Take a russian Havoc Helicopter, throw in some broader wings: elonggate it. The transport one get's two rotors the attack version get's one. done (ofcourse the obligatory Skulls and winged skulls but yeah.).
Additionally i also advocate that R&H get's those too. (mainly because sniper marauders coulr really use such a thing to avoid stairs^^)
108778
Post by: Strg Alt
Not Online!!! wrote: Strg Alt wrote:Not Online!!! wrote: Strg Alt wrote:Heafstaag wrote:More guard wish listing:
Give me a huey-esque transport. Have it hold 10 dudes, have 2 heavy stubbers for weapons. I'm thinking t5ish, with like 6 or 7 wounds with a 4+ save? Maybe? Thinking no more the 70 points, but hoping for more like 50 to 60. I would buy 10. If I can't get horse cavalry, give me air cav!
And yes, I know valkyries perform that role, but they are too expensive points wise and hold too few dudes to perform that role. I want entire infantry platoons hopping around. Not like 3 squads.
Agreed. The valkyrie just looks bad. My Catachans need a helicopter asap.
What would you think about a mini transport?
Basically a flying sentinel profile and price wise but in roughly helicopter form. Can transport up to 5 modells and is armed with a twin Heavy stubber and can buy side heavy stubbers. Alternatively you could forgo all transport capacity to give it salvo rocketpods on it's side and replace the twin heavy stubber for a twin autocannon.
Make it a unit 1-3 and give it a rule that they can transport a guard squads split up between them so that you can have 2 transport ones and one with rocket pods for support or have three support ones.
i'd say 50ish pts without equipment would be fair.
Automatically Appended Next Post:
Hatachi wrote:Dark Mechanicus. FW gave us a HQ, but I want to see what kind of crazy evil cyber monstrosities we can get out of it. Also Lost and the Damned brought in as fully supported plastic army so I don't have to break the bank to play your average joe renegade.
Friend, buy the index online as epub, way cheaper. Additionally GSC, Catachan, cadian and cultists mixed with some chaos barbarians from WHF make for a good looking and well kitbashable and customizable army. (optionally that leaves you with the option that you still can run them as guard, which is atm advisable so long you don't go full 60 disciples and 30 marauders mechanized build.)
Basically the only thing that would be really good, would be finally the release of plastic cultists, that would help immensly.
It would be great. You only have to pay attention how you alter it to represent a futuristic helicopter. Go overboard and it looks plain dumb. There could be also extra gubbins on the sprue like big speakers and a single surfboard.
Special Rule: Charlie don´t surf
May be used at the start of the game after both armies have been deployed. If in your deployment zone is a body of water, then Lance may use his surfboard to best effect. The opposing force is awed by his performance and automatically lose the roll for initiative.
First of, that would be a helicopter Ace? Maybee instead of such a rule why not give it another rule: If you transport your whole army in the Helis you get +1 on the roll for initiative. Mind you since the rule of three applies and they cost moderatly many pts you will at maximum only be able to transport 45 modells and that is if you only bring transport versions which share their slot with the attack one. Additionally they don't get shock deployment and are not hard to hit as to balance them.
Secondly: Take a russian Havoc Helicopter, throw in some broader wings: elonggate it. The transport one get's two rotors the attack version get's one. done (ofcourse the obligatory Skulls and winged skulls but yeah.).
Additionally i also advocate that R&H get's those too. (mainly because sniper marauders coulr really use such a thing to avoid stairs^^)
Lance and his surfboard are a reference to Apocalypse Now:
https://www.youtube.com/watch?v=w5MCrsVlAD8
But to be serious, helicopter should be a given for Catachans. But GW won´t listen. Instead they try to peddle us this atrocious kit of a Taurox.
105105
Post by: nurgle5
I have a real soft spot for all the Khorne worshiping sorcerers and corrupted Librarians from the DoW series, it'd be great if they could be played on the tabletop
leopard wrote:Orks
- Gretchen HQ, ideally two, think WHFB big boss & warboss, only able to be HQ in a formation with zero orks
- Gretchen sniper, character rule, 24" range sniper rifle, nothing special other than able to pick out characters, otherwise a slightly longer ranged grot blaster
- Gretchen flagonnastick, Grot banner, only inspires grots
the above as much for humour as anything, but make a grot rebellion list or detachment viable
WHFB and now AoS have had all goblin/grot armies for years, it's well past time for the same in 40k
Hatachi wrote:Dark Mechanicus. FW gave us a HQ, but I want to see what kind of crazy evil cyber monstrosities we can get out of it. Also Lost and the Damned brought in as fully supported plastic army so I don't have to break the bank to play your average joe renegade.
It'd be great if they even did a Chaos cultists/renegade upgrade sprue like the GSC one.
119854
Post by: Skaorn
A little while ago I had the thought that GW should at least acknowledge that Khorne did use magic at one point and create a SC sorcerer that happened to find an ancient tome that allowed them to use that forgotten sorcery, even without Khorne giving them power. Technically the sorcerer would be undivided and Khorne would be after them, but they could still keep a very Khorne-esque theme and could be fun.
71534
Post by: Bharring
Aren't those called Warlocks?
Eldar Sorcerer manifesting based on their walking a Path of Khorne?
119854
Post by: Skaorn
Bharring wrote:Aren't those called Warlocks?
Eldar Sorcerer manifesting based on their walking a Path of Khorne?
Warlocks aren't aspect warriors so they aren't on one of Khaine's paths and Khorne hates psychers for some reason.
71534
Post by: Bharring
"Having walked" is what I should have said, and it was a half-joke about Khaine being so closely linked to Khorne.
(Warlocks are not currently on a Path of K[horne|haine], but they *have* previously walked one - it's required.)
45133
Post by: ClockworkZion
With the precendence of AoS making a cross over into 40k: Feral Orks.
Basically take all the Savage Ork stuff and put it into 40k. Bam, instant Snake Bite options for players and we'd get Boar Boyz back.
71534
Post by: Bharring
Savage Orkz never left:
https://orig00.deviantart.net/bb0c/f/2009/063/e/5/tyranid_warrior_ork_bike_1_by_ironlichstudio.jpg
Wouldn't Boar Boyz just use Biker rules? I'm asking because I'd love to play against them.
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