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Made in us
Savage Khorne Berserker Biker





Texarkana TX

really REALLY liking the idea of space mercs.
an amalgam of pirate/ renegade clans for hire:
orks
space marines (red corsair types)
rebel guard
eldar corsairs
barbarian type "ape race"
ogres
ratlings
hrud.

and being allies of convience to all armies (except you nids and probably demons!) is a really deep dynamic idea! i love it!

5000+ 
   
Made in au
Numberless Necron Warrior





Melbourne, VIC

http://www.dakkadakka.com/dakkaforum/posts/list/561260.page

13 pages of ideas. Please note it is over 4 months since the last post so might be threadomancy to comment in it now...

 
   
Made in us
Lone Wolf Sentinel Pilot




PA Unitied States

Sorry but I don't want a new one. I want my Squats back or Demiurg or any Dwarf type army.

22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ 
   
Made in au
Hurr! Ogryn Bone 'Ead!




Western Australia

I like the idea of a "little grey men" race; I'll call them "Progenitors".

An ancient species with a hand in shaping the evolution of mankind as well as other galactic events. Not as overtly influential as the Eldar for example, more a race of scientists and covert operatives. Kind of like smaller, more advanced Salarians from Mass Effect I guess. Rational, practical and scientific. Extremely long (artificially lengthened) lifespans. Consider organic life extremely valuable, even more so than the Eldar (and thus they do not risk organic life unless absolutely necessary). Very patient, quite happy to wait out important developments or manipulate them subtlety from afar.

Unique divorced from the Warp; the only race capable of manipulating spacetime without any involvement whatsoever (or intervention from the creatures within the Warp). Although they completely lack psychic powers, this mastery of spacetime grants them the capabilities to travel via covert wormholes for example, create gravity fields and weapons, manipulate time, etc. Have technologies such as atomic-level fabrication that essentially enable them to 'transport' inert materials at light speed, etc.

Essentially very diminutive in stature (possibly even weaker than Ratlings due to physical devolution, not even up there with Tau) with their only real natural strengths being their vast intelligences and lightning reflexes (due to their shorter neural pathways). They rarely manipulate themselves genetically or biomechanically due to spiritual concerns, but instead employ a wide variety of external technology that compensates for their physical shortcomings.

Characteristically utilise a variety of extremely high-tech mechanical enhancements, electromagnetic/energy weapons, force fields and automated synthetics in combat. Their armies would typically consist of a core of remote-controlled synthetics OR impeccably-trained, greatly enhanced organics, with the rest (the vast majority) being comprised instead of low-tier remote-controlled/automated synthetics or very occasionally lower-tier organics under the control of said core.



"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles

 
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Spider-Centaur's would be a cool race..

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in cn
Humorless Arbite





Hull

I love the idea of the Thyrrus.
Lexicanum link http://wh40k.lexicanum.com/wiki/Thyrrus#.U7QJWvldUb9

Basically they're squid-like creatures with four arms and eyes who have plasma weapons and only care about the performance. They see war as an epic display and aim to create the biggest spectacle as possible, regardless of casualties or tactics.

Considering they don't care about casualties on either side as long as the fighting is spectacular, I was thinking a racial rule is that they can fire into assaults, not caring whether they hit allies or not, as long as it looks epic!

I was thinking about how they play and for the Soliloqun, I'd class it as an Elite, and give it a rule "Showmanship" - for every unit within 10", friend or foe, it gets an extra shot and attack. To suit their weapons, perhaps a small blast plasma gun?

I haven't really thought about the rest atm, but I might try and make a mini-codex and do some conversions for them.


   
Made in gb
Malicious Mutant Scum




Belfast, Northern Ireland

The Rhinos

Every neglected Rhino in the universe has become sentient and self aware. They will stop at nothing to destroy the space marine masters, of Chaos and the Imperium, who have neglected their transporting ways for the last 10,000 years.

All Rhinos have the fearless special rule as well as Hatred (Everything) and Preferred enemy (Everything). All rhinos taken from Codex: The Rhinos have the Rusted Metal, Sentient Repair and No Crew Required special rules.

Rusted Metal: In the 10,000 years The Rhinos have been ignored, their armour has become rusted and corrosive. This has two affects. Any model coming into base contact with a rhino in close combat must immediately take a toughness test. If the test is passed nothing happens, if it is failed the model an Ap - wound. The other effect is that their armour has become stronger than their modern, cared for. Rhino brethren. Rhinos incur a -1 modifier to any damage table roll against them and can force their opponent to re-roll the result. If they are forced to re-roll by the rhino player re-roll there is no -1 modifier though. Any other re-rolls still incur a -1 modifier.

Sentient Repair: A Rhino from Codex: The Rhinos can initiate a repair for Weapon destroyed or immobilised results, however only one may occur per rhino each turn. Roll a D6, if the result is greater than the current turn number the repair was successful.

No Crew Required: As the Rhinos do not require crews can ignore crew shaken results on a 2+ and crew stunned on a 4+.

HQ: Rhino (Independent character) 90 points
Armour 13/12/11
WS BS S HP I A Ld
6 5 5 4 5 4 10
May take a Power Dozer for 50 points.
Power Dozer: Gives D6 Strength 10 Ap2 attacks in close combat.

Psyker Rhino (Independent character) 75 points
Armour 12/12/11
WS BS S HP I A Ld
6 5 4 4 5 3 10

Psyker - Mastery Level 1: May add 2 additional Mastery levels for 30 points per level.

Wargear:
Force Dozer - Melee, Force, Ap 3 Str User

Troops: Rhino (Infantry 5 - 10) 30 points each
Armour 10/10/10
WS BS S HP I A Ld
4 4 4 3 3 2 8

Wargear:
Combi-bolter

One rhino in the unit may take one of the following in addition to their combi-bolter:
Combi-flamer - 5 points
Combi-Melta gun - 10 points
Combi-Plasma gun - 10 points

If the unit has 10 rhinos one rhino in the unit may take on of the following in addition to their combi bolter:
Combi-flamer - 5 points
Combi-Melta gun - 10 points
Combi-Plasma gun - 10 points
Twin-linked heavy bolter - 20 points
Twin-linked assault cannon - 30 points
Twin-linked Typhoon Missile Launcher - 35 points
Twin-linked Multi-Melta - 40 points

Elite: Rhino (Monstrous Creature 1 - 3) 80 points each
Armour 12/11/10
WS BS S HP I A Ld
7 4 6 3 5 3 7

Wargear:
Combi-bolter

May take wings: 50 points

Fast Attack: Rhino (Fast vehicle 3 - 5) 35 points
Armour 11/10/10
WS BS S HP I A Ld
4 4 4 3 4 3 8

Wargear:
Combi-bolter

Each rhino in the unit may take one of the following in addition to their combi-bolter:
Combi-flamer - 5 points
Combi-Melta gun - 10 points
Combi-Plasma gun - 10 points

If the unit has 5 rhinos one rhino in the unit may take on of the following in addition to their combi bolter:
Twin-linked heavy bolter - 20 points
Twin-linked assault cannon - 30 points
Twin-linked Typhoon Missile Launcher - 35 points
Twin-linked Multi-Melta - 40 points

Special rules: Fleet, Moves through cover

Heavy Support: Rhino (Heavy Vehicle) 40 points
Armour 12/12/10
WS BS S HP I A Ld
4 4 4 3 3 1 8

Wargear:
Combi-bolter

Must take one of the following:
Demolisher Cannon: 50 points
Twin linked Las Cannon: 40 points
Twin linked Autocannon: 30 points

May take up to two of the following in addition to it's combi bolter and selected weapon:
Combi-flamer - 5 points
Combi-Melta gun - 10 points
Combi-Plasma gun - 10 points

This message was edited 1 time. Last update was at 2014/07/04 10:24:45


 
   
 
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