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Made in se
Regular Dakkanaut



Cividale del Friuli (UD) Italy

-drastically reduce the importance of Space Marines
-drastically improve the importance of the Imperial Guard
-drastically increase the number of the Eldar population, otherwise they would all be dead by now given the attrition rate in war
-go back to the old Necrons
-introduce more human and alien fractions, and expand on the existing ones. They don´t have to have models. Just talk about them in fluff
-make Chaos more nuanced and varied, rather then the saturday morning cartoon villain we are being fed over and over

Professional armourer, artist, blacksmith.

http://www.magisterarmorum.com
 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India



Tyranids need years to eat a planet, and if you put up a good enough fight they'll pack and leave because the biomass gained no longer equals the biomass expended. Right now there is no point in fighting the nids because if they are in orbit you're already dead, your whole planet will be eaten in days. Expanding the timeline out means that battles have a point.

There's something funny about the new guys... Either make the Primaris just a new mark of Marine armor, or really run with the split. Are they some sort of Eldar manchurian candidates about to enact Order 66? Are they the New and Improved who will wipe out the Old and Busted? Are they 2nd Legion kept in storage until the day they would be needed? Clones of Guilleman or some other genetic offspring? Either completely normalize them or give them a narrative reason to exist. They don't have to pull the trigger now but start foreshadowing.

This is more a rules thing but either rewrite the game so a marine army is about 10 guys (vs 100+ guard or orks) OR make it clear that the hoard armies are not 1 figure=1 guy. Maybe 1 ork model = 10 orks. And resist the urge to create Super Marines, Super Duper Marines and Super Duper Quadruper Marines.

Make an Imperial Agents army to stand between the Guard and the Marines. Fold in the Arbites, Sisters and Assasins.

Space Pirates! It's time. Hell make them all Squats too why not.

Get rid of guardians, highly advanced dying races don't field infantry hoards. Replace them with Wraith Skeletons, functionally the same thing but fragile wraithbone constructs.

Lords of Order who are just as scary as the chaos lords. Bring back Pariahs so their missions have a point other than Kill! Kill! Kill! and add Borg style cyber zombie hoards. Add plans for them to lobotomize and mentally neuter people so they cannot fuel the warp gods.






 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Give Dark Eldar an end game goal. Without an end game goal they just appear to be in their own little bubble of civil war that hardly interacts meaningfully with other factions.


 
   
Made in no
Hurr! Ogryn Bone 'Ead!






I'd introduce more non-Imperial human factions, I think that would be interesting provided they don't turn into faction of "Rebel Alliance" good guy-types to contrast the Imperium.

An Imperial Navy landing/boarding party faction could be really cool, although I don't know what you might call them, as "marine" is already taken.

Space Pirates would also be an interesting theme to explore, they could be a non-human nomadic faction, although I suppose Eldar are already doing that.

More alien robots! Maybe they're a remnant of the Men of Iron humanity fought during the Dark Age of Technology, having survived in distant, uncharted systems far removed from the Imperium. Or they could be the automated vanguard of a long dead colonizing empire, preparing colonies and bases for settlers that will never come.
   
Made in tw
Longtime Dakkanaut





1) The rumour about the Uktramaribes avosrbu g the lost legions would be officially true.

2) I'd have every traitor legion amd the two unknown legions have official(but in universe unkown) loyalist successors with perfect reputations and records due to being funnled through absorption by the Ultras during the heresy.

3) more small Xenos empires along the eastern fringe.

4) basically all army numbers except the custodes incresed by two or three zeroes.

5) Marines operate with direct support pf chapter serfs, and explicitly its chapter serfs that crew all the vehicles. Maribes should be out doing what they do best- shock infantry. Leavethe vehicles to unaugmented humans and servitors.


   
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Otiose in a Niche






Hyderabad, India

Amen on #5!

 
   
Made in us
Savage Khorne Berserker Biker





Fateweaver does bad things to Guilliman while he's imprisoned for those few minutes.

This message was edited 2 times. Last update was at 2018/02/21 12:52:10


 
   
Made in ie
Cultist of Nurgle with Open Sores





Oh, this is a really cool question. I think I'd want to change most factions at least a bit, given the chance.

-Ynnari
So far, it seems like the Ynnari are the objectively right choice for Eldar. You don't have to torture people, or be a hippy, or get stuck in a stone for eternity. The Phoenix Lords are all definitely on this gak, helping them in their quest. It really only seems that these guys have left the Craftworld Eldar as a bunch of stupid hold-outs who've lost their role. I have no idea how people aren't more annoyed with them, because they've taken the Eldar's whole identity and are hands down the least grimdark faction in play, being anti-Chaos, willing to ally with the Imperium and the true saviors of the Eldar race. Personally, I'd want to do away them entirely, or at least relegate them to a far less popular more insane group, and really play up their fey aspect. Craftworld are LOTR-style Elves who might betray you for their own good, I want to see more eldritch, fey like Eldar among the Ynnari, where you can't tell what their motives are in service to their horrifying death god.

-Imperium
Oh, I'd definitely change a great deal about the Imperium. Make Space Marines far inferior and have far bigger numbers, so that it's not absurdly far from the tabletop, and so space marines getting so much focus makes sense when there's barely a million of them. I'd also have a bigger focus on the space marine auxilaries, like serf warriors and that, but they just get pushed aside in lore and legend, just like how the heliots in 300 were but on the backburner to focus on the Spartans. Once the Space Marines are dealt with, change whatever's going on with that Imperial Knight tech making the user have a feudal mindset. That's stupid. 40K is already a weird thing of fantasy and future mixed here, just have them be actually feudal societies that reverted to that style and were vassals of the Mechanicus.

Also, I want to do away with these ideas that the Imperium is necessary or a good thing. There's a lot of fluff indicating that the attrocities that the Imperium does, like its persecution of mutants and its brutal killing of heresy and things like that, are ultimately incredibly necessary and its the only way we can do things. That's stupid, the Imperium was supposed to be an awful, oppressive empire that causes half the problems it deals with. Its persecution of mutants should be why Chaos spreads so easily among them, not the other way around. Its evil actions should be awful and unnecessary, not completely justified.

-Necrons
Make Necrons easier to kill. The whole thing where they're basically indestructible and they teleport back to base seems stupid, and makes them basically undefeatable. I like their ability to remake themselves and get back up, but just make it so it's not almost impossible to destroy them. In regards to their actual background, I'm not sure. I'm not the greatest fan of the Tomb Kings in Space, but I wasn't a lover of the old fluff. I suppose I'd leave it until I've seen a better alternative to the two.

-Tyranids
Just cut down their numbers. This "If every bullet killed a 'nid, they'd still win and we'd be out of ammo!" thing is just stupid. I want the Hive Mind to be a massive, overwhelming force, but to the point where it can lose and fall back like a wounded animal, rather than it just being "We won, but there's infinite more!"

-Craftworld Eldar
Like the last two, not much I'd change here. I'd just remove Guardians, because it doesn't work with the fluff they have. Replace them with whatever works, be it weak, fragile psychically controlled drones or just strengthen other units to fill in for the lack of a spam option.

-Chaos
I'd like to see the role of the Chaos Space Marines greatly reduced, so we can get more focus on the rest of them. The Lost and the Damned are far cooler than angry space marine berserkers, but they get far less attention. I also wouldn't mind seeing a bit more focus on the good sides of Chaos, like Khornate Warriors like the Fantasy Blood Knights, with honor and going after powerful enemies. Damn, have them spare the wounded and children so they can heal/grow and have the chance to fight back in the future, for better warfare. That'd be cool. Like, not good, but less cartoonishly evil.

-Tau
I'd do a lot to the T'au, they've a lot of problems. One, they need to be massively bigger. Like, big enough that they deserve the focus they get, rather than just being a pinprick empire rivaled by the empires of single Necron Lords or Ork Warbosses. Plus, it means they can take a serious loss or two without it being apocalyptic for the Empire as a whole. Then, they need their own FTL method, be it wormhole travel or inertialess drive, something besides the Warp. You can't reconcile "Very fast at developing technology and expanding at a huge rate" with "Slowest ships in the galaxy". This at least means they have an explanation for being across the galaxy, rather than the current "The Warp did it!" explanation that robs them of their agency.

Next, change how Xenos and humans are treated in the Empire. So far, it seems to vary between "They're in paradise!" to "They're sterilized as second class citizens!" Both of these are stupid, and trying to force the T'au to be racist for the same of grimdark is awful. Seeing as the T’au have a lot of Brave New World stuff going that no one else does, that’s the kind of thing I’d like going. Humans in the T’au Empire should be brainwashed, drugged up and working. I feel this idea brings the two camps together, seeing as there’s an actual moral debate there. Is being drugged out of your head and brainwashed but really happy a sufficient thing? Is this “fake” happiness, or is happiness just brain chemicals anyway? It’s got an Orwellian, grimdark vibe to it, but it’s also something that the T’au could morally justify. “This Gue’la would’ve been killed for rebelling. We drugged and mindraped him so now he’s happy, his family still has a provider and he’s making weapons for us to save billions of lives from our enemies.”

As well as this, there's two things in the T'au military doctrine that I always found stupid. 1. The massive mechs they were got. It was said that T'au find Titans expensive and stupid, as you could use those resources for far better things. So take those out. 2. The Shas'O's are a ridiculous concept. 40K is led by frontline generals because of idiotic ideas about honor, leaders becoming more powerful fighters for factions like orks or chaos, or stuff like that. That's not the T'au. The T'au are realistic and smart. Have Shas'O be powerful leaders at the front line who are good propaganda tools, motivators, and short term planners, but just add another rank after this, like Shas'Yi, for those retired from battle who now lead as real generals do, planning doctrine from the safety of a fortified bunker.

Oh, and get rid of Farsight. Just downright, get rid of him, or just make it so he never went rogue. His role now seems to be "T'au, but even nicer!", and I've never seen the point of him, or why he's popular.
   
Made in us
Douglas Bader






1) Tyranids cease to exist as a meaningful faction, and are reduced to being an species of exotic pet that occasionally appears in the fluff as a minor detail. All of their awful fluff is gone and we essentially never see them again.

2) Space marine fluff is adjusted to match their tabletop performance. They're heavy infantry with good equipment, not near-unkillable gods of combat that the lesser beings can only hope to learn from. This will require increasing their numbers by a few orders of magnitude, but that's fine. Never again do we hear idiotic fluff about a squad of marines conquering an entire planet.

3) The bit about the geneseed process only working on men is removed, and women can (and do) become space marines. Power armor makes strength irrelevant (the user is effectively just pushing buttons to control the suit, the armor itself provides all of the force), so who cares what the starting point is in strength/toughness/etc. Space marine recruitment is done for intelligence and skill, not raw physical ability, and throwing out 50% of the potential recruiting pool is stupid.

4) Most of the Tau giant anime robots are removed, and the Tau are restored to their original concept of being a semi-realistic faction with sensible tactics. Crisis suits and stealth suits stay, as Starship Troopers power armor that space marines can only wish they ripped off so well, but all the bigger stuff is gone. The Tau have tanks and aircraft for that, and the design factors that make power armor a good idea no longer apply to something like a Riptide. To compensate for the lost detail the Tau get some new tank designs, including a superheavy tank that is effectively a ground-based railgun Tigershark.

This message was edited 3 times. Last update was at 2018/02/21 13:02:02


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





Rewriting the factions I have strong interest in:
(and head-to-head comparisons are made with both forces being aware and in a mix of CC and ranged fighting)

1. Space Marines
Add more 10 to 100 times more Companies to each Chapter, letting each reach around ten thousand/ a hundred thousand men each.
Serfs act as forces that accompany behind the main attack wave of the Astartes, solidifying ground - not a tabletop force perhaps, but a lore one.
Space Marines double down on their tip of the spear or pinpoint defence nature, and are not a conquering force unto themselves.
Keep them as the superpowered demigods.

Guilliman is less omnipresent, spends most of his time on Terra trying to organise the Imperium. Not often present on the battlefield, but has a massive presence when he is.
Primaris Marines are accepted by the vast majority of Chapters - very very few don't have Primaris elements in their ranks, and these are usually Chapters who are uncontactable by the Imperium.
Repulsor isn't a new innovation, just a STC fragment rediscovered.

2. Astra Militarum
All named characters are dead. They're normal humans, and none, barring Creed (who's been pokeballed) are really important enough to have stayed alive this long.
Increase all force sizes by several magnitides.
Lasguns are stronger than modern day rifles, and are very good weaponry. Everything else is just incredibly powerful.
Guardsmen are just as well trained as our modern soldiers. Conscripts are your WW1-esque troops who were shipped out with no clue.
Mixed type regiments are very rare.
Many regiments do use "modern" tactics.

Militarum Tempestus don't kill off most of their recruits in training.
Again, very tip-of-the-spear based.
As well as being Schola based, promising recruits from major recruitment worlds are also taken onto programs on those same worlds to be trained.
Each Scion is capable of taking out three times their number of Cadian/Catachan tier guardsmen and Tau, but Space Marines could take out three times their number.


3. Tau
No suits bigger than the Riptide. The Riptides are incredibly rare. Most titan-killers come in the form of Tiger Sharks.
Tau weaponry isn't a perfect foil to Space Marines. A single Astartes is a match for easily 3 Fire Warriors.
Gue'vesa are just as good as any Tau, but have more stamina, at the cost of being less responsive to threats.
Ethereals don't have mind control (except for the Vespid), but are just incredibly good orators and manipulators.
No different Tau species. Just a rigid caste system, not defined by a certain biology.
No FTL. Also lost most battles in the Damocles Gulf Crusades.
Humans born into the Empire are conditioned heavily, and fight like any other Tau. Converts are drugged up and undergo 1984-eque revisionisms of history and brainwashing.
Space Marines don't join the Tau, or are they the best outcome for Imperial citizens - unless an Ethereal shows up, who has such talent to do so.
Each Fire Warrior is capable of handling two Cadian tier Guardsmen, but are outclassed by most other forces. Crisis Suits are worth around 2-3 Space Marines.
Farsight's Tau are reduced to raiding the Tau more actively. There's no friendliness between his Tau and those of the main Empire.
Aun'Va doesn't have his replacements after his death.
Shadowsun doesn't kill the Chapter Master of the Raven Guard - instead, a Captain.
The 4 part Assassin team don't die in the Kauyon/Mont'ka set - they only set out to kill Aun'Va, and succeed.

4. Imperial Knights
Mixed gender.

5. Grey Knights
Incorruptible by Chaos and psychic power. Their minds are impregnable to the touch of the Warp.
Still few in number.
Remove the Bloodtide.
Put someone else as the Supreme Grand Master. Have Draigo as a lost one, who is trapped in the Warp (a la Sisyphus). Grey Knights will attempt to summon him in their greatest battles (no random appearing), but he can never stay. Each breach of realspace to warp fractures his psyche further and further.
Grey Knights are of a slightly lower power level to Custodes, but can easily match 3 times their number of normal Astartes.
Still derived from the Emperor's own modified gene-stock.

6. Custodes
Mixed gender.

I think that's all? Could have missed some.


They/them

 
   
Made in us
Nihilistic Necron Lord




The best State-Texas

I'm really surprised here at all the people calling for the Oldcron fluff.

The new fluff is so much better. The oldcrons were devoid of personality, they were simply metal tyranids. I enjoy the new fluff so much better.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in gb
Fixture of Dakka




 Sasori wrote:
I'm really surprised here at all the people calling for the Oldcron fluff.

The new fluff is so much better. The oldcrons were devoid of personality, they were simply metal tyranids. I enjoy the new fluff so much better.

Newcrons are just silly, samey and boring.

Oldcrons were great. A mysterious ancient horror, ancient evil gods creating a cycle of harvesting life, Imperial governors being replaced by the Deciever. They weren't metal Tyranids at all.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in gb
Mighty Vampire Count






UK

4. Imperial Knights
Mixed gender.


They are now - female pilots and even households are led by women in official campaigns (eg Fall of Cadia) as well as in Black Library novels.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





 Mr Morden wrote:
4. Imperial Knights
Mixed gender.


They are now - female pilots and even households are led by women in official campaigns (eg Fall of Cadia) as well as in Black Library novels.
Yeah - I just still want in the next Knight "codex" (if they'll get one of their own) to repeat that point - I wasn't impressed by only males being eligible.


They/them

 
   
Made in gb
Mighty Vampire Count






UK

 Sgt_Smudge wrote:
 Mr Morden wrote:
4. Imperial Knights
Mixed gender.


They are now - female pilots and even households are led by women in official campaigns (eg Fall of Cadia) as well as in Black Library novels.
Yeah - I just still want in the next Knight "codex" (if they'll get one of their own) to repeat that point - I wasn't impressed by only males being eligible.


I agree it was a stupid thing to do.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
Mekboy Hammerin' Somethin'





Dorset, England

 Grumblewartz wrote:
Emphasize squig beer and diganobz as much as possible.

Thank god there is at least one good suggestion in this thread! Although I do like the idea of grots getting more camera time...
   
Made in us
Longtime Dakkanaut







 Kroem wrote:
 Grumblewartz wrote:
Emphasize squig beer and diganobz as much as possible.

Thank god there is at least one good suggestion in this thread! Although I do like the idea of grots getting more camera time...


Waaargh The Orks wrote:"Mornin' Makari," said Lansig pleasantly. His voice was surprisingly deep for a Gretchin, almost Orkish. It added to the air of authority around his pug-nosed face. "You've been a naughty boy. A word in yer ear..."

Makari wasn't fooled by the way Lansig dressed like a wealthy merchant. The wiry muscles and the unusually powerful build marked him out as a mobster, one of the strong ones that preyed on the Gretchin entrepreneurs in the market square. And Makari hadn't been paying him his cut.

"I've 'ad a bad week, boss," grovelled Makari, "Fat Glub raided me mushroom patch an' took away all da best ones. Useless git, ate 'em 'isself too. Hope 'e's stick as a drunk Ork."

Makari tried to ease himself into the crowd but he felt himself grabbed by Ari and Ari. As he felt their strong grips and looked into their evil faces, Makari became afraid. Lansig leaned forward and picked up one of the toadstools. He wrinkled his nose in distaste. Then he lifted Monti and stroked the squig's back with his long, strangler's fingers.

"See wot yer mean. Still, biz is biz. If yer don't 'ave ten teef fer me by nightfall...Ari'll 'ave ter do a bit ov extraction."

Big Ari held him in place while Little Ari held dental pliers underneath his nose. Lansig put Monti back on the tray. A passing Ork laughed at this sign of Gretchin high spirits. The Gretchin joined in fawningly.


So anything that definitely puts them in a larger spotlight or expands in detail on the nature of Orkonomics besides "dey use teef" would be great.
   
Made in de
Contagious Dreadnought of Nurgle





 Nerak wrote:
A few things:

Remove the 1000 Space marines in a chapter thing. It is a silly number.

Re-retcon the necrons. Have them serve the C'tan Star gods, be an ubstoppable force of death but also have the lords keep their quirky personalities.

Make chaos more intresting and less straight up evil. Have chaos followers be people that revel in breaking rules and showing emotions, in opposition to the Imperiums stoicm. Make chaos more neutral with a bunch of smaller "chaos empires" under diffrent types of rules. Maybe make them more freedom fighter esc and remove the chaos foccus from the marines.

Introduce a Astra Militarum equalevent chaos faction.

Have more Xeno races and chaos factions that can be mishmashed like the Imperium and the Eldar factions.

Rewrite the birth of Slaanesh to happen much much earlier. Maybe around M00.

Have the primaris marines make sense and not be an 10.000 year old project. Maybe have them be accompanied by a new primarch.

Make Lion el Jhonson a heretic and make Luther the loyalist

...probably more stuff but that's all I can think of right now


Wow, these are literally my first thoughts
I mean, I really do like CSM especially the Traitor legions. But I liked their old fluff more where they were more or less reasonable. The Chaos gods right now seem quite one-sided. I really like the Death Guard, but the Codex is too much about deseases, tentacles and throwing poo when it should be about apathy, despair and the circle of life.
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

 Nerak wrote:
A few things:


Make chaos more intresting and less straight up evil. Have chaos followers be people that revel in breaking rules and showing emotions, in opposition to the Imperiums stoicm. Make chaos more neutral with a bunch of smaller "chaos empires" under diffrent types of rules. Maybe make them more freedom fighter esc and remove the chaos foccus from the marines.

Introduce a Astra Militarum equalevent chaos faction.


But...that's exactly what Chaos is today. We even have blood pact / renegade / militia.

   
Made in us
Longtime Dakkanaut





Looking for the Rest of the II Legion

I'd do the best I could to streamline and make feasible the idea of loyalist Thousand Sons to keep that beautiful paint scheme and chapter organization in 40k.


 
   
Made in nz
Orc of Angmar




Earth

I would like more of an emphasis on the art style of Necrons being "Egyptian". I know that they are already quite Egyptian, but perhaps a little bit more colour and personality in the units. Anything is
better than... What we have now, respectively.

And by that I mean a huge revision for EVERYTHING NECRON.

Scarabs? Change them.
Monolith? More decorations please.
Immortals? Change them.

Do we have Necron psykers in green hoods and robes?

I don't think so. Make it happen!

This message was edited 1 time. Last update was at 2018/02/21 20:12:26


The dice shall decide your fate...
 
   
Made in us
Bonkers Buggy Driver with Rockets






 ALEXisAWESOME wrote:
Give Dark Eldar an end game goal. Without an end game goal they just appear to be in their own little bubble of civil war that hardly interacts meaningfully with other factions.


Up until Rising Storm they had achieved their endgame. They had guaranteed protection against the predations of She-Who-Thirsts as long as the galaxy remains raid-able. They had a safe haven to retreat to. They had near-immortality for their leaders and a relatively stable hierarchy under Vect. They had worked out the majority of their differences with their more boring kin. They weren’t at five minutes to midnight, they were smooth sailing.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
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Death-Dealing Devastator





right behind you

 Kid_Kyoto wrote:


Lords of Order who are just as scary as the chaos lords. Bring back Pariahs so their missions have a point other than Kill! Kill! Kill! and add Borg style cyber zombie hoards. Add plans for them to lobotomize and mentally neuter people so they cannot fuel the warp gods.







I can already see silent back alley fights between alpha legion operatives and legionnaires duking it out with specially modified lychguard and immortals

1650 points approx. of deathwatch
2500 points aprox. of alpha legion and thousand sons
50 power admech
60 power salamanders
70 power thousand sons


 
   
Made in us
Loyal Necron Lychguard





 Solar-powered_chainsword wrote:
-Necrons
Make Necrons easier to kill. The whole thing where they're basically indestructible and they teleport back to base seems stupid, and makes them basically undefeatable. I like their ability to remake themselves and get back up, but just make it so it's not almost impossible to destroy them. In regards to their actual background, I'm not sure. I'm not the greatest fan of the Tomb Kings in Space, but I wasn't a lover of the old fluff. I suppose I'd leave it until I've seen a better alternative to the two.

Saying Necrons should be easier to kill is like saying Imperial Guard should have fewer dudes.
   
Made in us
Posts with Authority





 Solar-powered_chainsword wrote:
-Necrons
Make Necrons easier to kill. The whole thing where they're basically indestructible and they teleport back to base seems stupid, and makes them basically undefeatable. I like their ability to remake themselves and get back up, but just make it so it's not almost impossible to destroy them. In regards to their actual background, I'm not sure. I'm not the greatest fan of the Tomb Kings in Space, but I wasn't a lover of the old fluff. I suppose I'd leave it until I've seen a better alternative to the two.


Well, if I understand correctly Necrons require energy and some resources to repair themselves. It does take time to get them back online and operational. Not to mention, they can teleport back to base all they like- that's why you blow their base up.

Keep in mind, Necrons aren't making baby Skelebots, so their numbers are finite.

This message was edited 1 time. Last update was at 2018/02/21 21:52:40


Mob Rule is not a rule. 
   
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Stormin' Stompa






Ottawa, ON

 Mr Morden wrote:
Space Wolves

Delete 90% of the Wolfy Wolf Wolf nonsense - the riding wolves, the Wolf everything.


I always thought it would be cooler if the wolves weren't cavalry units but just attack dogs. Imagine a unit comprised of a few giant wolves being controlled by a Space Wolf with way too many scars and replaced limbs.

Ask yourself: have you rated a gallery image today? 
   
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Angered Reaver Arena Champion




Connah's Quay, North Wales

 gnome_idea_what wrote:
 ALEXisAWESOME wrote:
Give Dark Eldar an end game goal. Without an end game goal they just appear to be in their own little bubble of civil war that hardly interacts meaningfully with other factions.


Up until Rising Storm they had achieved their endgame. They had guaranteed protection against the predations of She-Who-Thirsts as long as the galaxy remains raid-able. They had a safe haven to retreat to. They had near-immortality for their leaders and a relatively stable hierarchy under Vect. They had worked out the majority of their differences with their more boring kin. They weren’t at five minutes to midnight, they were smooth sailing.


That was...kinda my point? Smooth sailing is boring. Having a city that is unassailable by the normal threats to the galaxy is boring. Vect being on top all the time with only Malys as the opposition is boring. They layed some cool ground work with the Mandrakes and the 'Shadow-realm' which Mr K released, but not heard anything since. The Harlequin aspect of Lady Malys being played up is also quite fun.

But Commarragh as a whole in the newest book is bland. No Baron, No Duke, No interaction with significant outside races.

 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Oh one more...

There's no reason women cannot be Space Marines, Primaris or Custodeus except for tradition and Imperial sexism. But like Israel and other countries they are learning that sexism is a luxury you can't afford when there are enemies at every side. You can't cut off half your recruiting pool when it take decades to make one soldier. So whatever practical problems there were are quickly overcome.

 
   
Made in us
Ultramarine Chaplain with Hate to Spare






 Peregrine wrote:
1) Tyranids cease to exist as a meaningful faction, and are reduced to being an species of exotic pet that occasionally appears in the fluff as a minor detail. All of their awful fluff is gone and we essentially never see them again.


Wat?

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in se
Willing Inquisitorial Excruciator






 godardc wrote:
 Nerak wrote:
A few things:


Make chaos more intresting and less straight up evil. Have chaos followers be people that revel in breaking rules and showing emotions, in opposition to the Imperiums stoicm. Make chaos more neutral with a bunch of smaller "chaos empires" under diffrent types of rules. Maybe make them more freedom fighter esc and remove the chaos foccus from the marines.

Introduce a Astra Militarum equalevent chaos faction.


But...that's exactly what Chaos is today. We even have blood pact / renegade / militia.


Ah yes, the renegades of the sabbat worlds. Are they the ones featured as the gaunts ghosts chaos rivals? I havn't read much of the Gaunts books myself. Of course there's several renegade guards, cultists and rebels around the imperium. Including cultists in the codex is a step in the right direction. What I'm talking about is something diffrent though. More of a chaos guard faction. Similar to the 3rd editions eye of terror "lost and the damned", but expanded upon. What I'd like to see is a non astartes hierarchy of various chaos sorcerers and warlords travelling to worlds, eslaving/recruiting armies and making both offensive and defensive wars against the Imperium. Not just guards going renegade but actually fully chaos forces fighting tooth and nail to preserve their way of life against the Imperiums dogma. Maybe serving a particular demonic deity, maybe one of the gods, maybe serving a space marine or trying to become top dog. Have chaos travel from various deamon worlds and recruit chaos populations, mutants and deamons. Have them include corrupted xeno races and AI half chaos/half machine robots. The potential for models and lore are great. Think of it more as a full non astartes mortal chaos faction rather then the imperials turned rouge.Think of the military supplying worlds more as city states with their own agendas, insanity and quirks. Given the Cicatrix Maledictum the number of human/xeno populated chaos worlds should be enormous.

This message was edited 1 time. Last update was at 2018/02/22 11:21:22


His pattern of returning alive after being declared dead occurred often enough during Cain's career that the Munitorum made a special ruling that Ciaphas Cain is to never be considered dead, despite evidence to the contrary. 
   
 
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