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Made in gb
Killer Klaivex




The dark behind the eyes.

 H.B.M.C. wrote:
Given what a half-assed job they did with the Ynnari and how they retracted the Harlis back into the main 'Dex, I'd say yes, we probably need a proper new Eldar race in 40k beyond Craftworlders and Dark Eldar.


Alternatively, maybe stop letting the Eldar book just absorb everything?


 Wyldhunt wrote:
 Nevelon wrote:
What would people expect if we did get them? And how would we want them to play?


One of the many projects I've been kicking around for years and will probably never actually finish is an exodite codex. What I've got for them is:

HQ
Spoiler:
* Dragon Prince: Generic beatstick. Leads from the front. Has an aura that buffs attacks made against enemies close to him. Comes in a mounted, unmounted, and mounted on a t-rex version.

* Worldsinger: Psyker that talks to the world spirit to make the planet itself manifest psychic phenomena. Sudden fog banks, earth quakes, lightning strikes, fast growing plant life that slows movement, etc. Their gimmick is that their powers generally target pieces of terrain or points on the table with unlimited range, so they're very much the sort of unit you hide in the back rather than being a front line caster.

* Beastsinger: Use psychic links to herd and influence animals. Buffs your wild beast units.

* Hunt Masters: Can pull off trick shots or give your hunters orders to fire LoS-ignoring volleys or to move after shooting.


TROOPS
Spoiler:
* Dragon Knights: Elves on dinos. Armed with a combination of laser lances, heat lances, power glaives, shuriken weapons, and shields with forcefield generators. Can swap out their mounts for tougher or faster types of fauna.

* Hunters: Sneaky guerilla archers that use poisoned arrows and set traps pre-game.

* Hearth Guard: I think LoV stole this unit name? They're more heavily armored, unmounted elves that use lots of shuriken weapons, bright lances, blasters, etc. Intended to be used with open-topped howdah transport dinos.

* Rangers. Just the standard eldar rangers.


ELITES
Spoiler:
* Shield Beasts: Dreadnaught-sized triceratops with a heavy weapon on their backs. Think less-shooty war walkers that get bonus damage on the charge.

* Pathfinders: Character versions of rangers. Untargetable from a distance unless they're the closest model. Can take the "Aim" action to give up shooting on one turn but genuinely threaten enemy characters on the next.

* Exiles of Khaine: What happens when an exodite gives in to blood lust but doesn't have a convenient aspect shrine to go join. They're basically the axe-murdering boogeymen in the woods, set loose on the enemies from the stars. Think Space Wolf lone wolves.

* Spirit Guard: The world spirit does a pretty good job of protecting the exodites from warp predators, but sometimes warp corruption can start to "build up" in spooky remote regions of the maiden world. The spirit guard travel around seeking out these patches of corruption and exorcising the chaotic taint, keeping such corruption from "building up" and threatening the maiden world. They're like, the psychic kidneys of the maiden world. Vaguely warlock-y psykers with offensive spells and good psychic protection. Mounted or unmounted.

* Wraith Woad: Trees whose roots fused with the wraithbone of the world spirit and became "possessed" by an eldar soul. Basically my excuse to use sylvaneth dryad models. Slow, tough, regenerating infantry.


FAST ATTACK
Spoiler:
* Dragoons: Faster, squishier, shootier dragon knights. Have the option for pteradon mounts.

* Hunter Beasts: Packs of velociraptors, wolves, giant spiders, or whatever other predators exist on your maiden world. Cheap, fast, squishy melee unit that gets buffed by Beast Singers. Think Kroot Hounds or Khymarae or Fenrisian Wolves.

* Xenofauna Swarms: Hunter Beasts, but make them smaller, slower, and less killy. Impose to-hit penalties against enemies within engagement range because a swarm of tiny biting things is pretty distracting and hard to defend against.

* Weaver Knights: Just, literally dragons because the D&D miniatures are cool. Talked myself out of having them breathe fire. If they fail a charge after deepstriking, they can immediately move as though it were the movement phase. (Swooping ambush predators.) The space elf on their back can take guns ranging from shuriken catapults to flamers to heavy weapons like bright lances.


HEAVY SUPPORT
Spoiler:
* Gun Beasts: Bigger dinos with eldar artillery mounted on it. Gain extra benefits based on the species of the creature.

* Khaine Beast: T-rex or similarly scary big critter. Gets bonuses against monsters and vehicles (it thinks they're trying to invade its territory). It gets angry if you hurt it; bonuses to charges if it gets hurt in the Charge phase. Fight twice if you hurt it in the Fight phase.

* Woad King: An excuse to use my sylvaneth tree lord model. Is to dryads what wraith lords are to wraith guard. Less overtly tough than a wraith lord, but has crazy regeneration abilities.


DEDICATED TRANSPORT
* Carrier Beast: It's a gun beast, but give it a howdah instead of big guns. Slow for a transport. Open-topped. Gain extra benefits based on the species of the creature. (Ex: triceratops is more durable, ankylosaurs have a tail attack, etc.)

FORTIFICATIONS
Spoiler:
* World Spike: Big wraithbone spur from the world spirit. Buffs psykers. Lets you call down an orbital strike type effect each turn.

LORDS OF WAR
Spoiler:
* Dino/dragon kaiju.
* "World Walkers": Avatars of the world spirit. Big, wraithbone constructs that combine elf and beast traits. Not fleshed out, but I like the idea of this thing weaponizing terrain features around it or placing dangerous terrain tokens each turn.


In general, the army would have a lot of rules that let them modify the battlefield, placing trap/dangerous terrain tokens, making pieces of terrain hazardous, having rules to escape off the table edge, adding fog banks to the table, etc. The emphasis on fast-moving, multi-wound melee units and chonky monsters is a bit unique for space elves, and the open-topped transports that can eat you are fairly unique in general. My goal is for the army to feel fairly straightforward overall but with an emphasis on using the aforementioned battlefield manipulation to either deliver your units safely or to make the the enemy's deployment zone and objectives feel unwelcoming.



That sounds pretty damn awesome.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Horrific Howling Banshee






 vipoid wrote:


Alternatively, maybe stop letting the Eldar book just absorb everything?



Yeah but they need more space marine chapter books /s

 Badablack wrote:
40k starts with the question, “Who is worse, Satan or the Nazis?” And goes from there. It’s a big colorful ball pit full of horrible people screaming and shooting each other.

chromedog wrote:From the Fuggly DEldar of the time, before they let Jes goodwin have his good and proper way with the entire faction design.

I don't want the best army, just one that isn't an exercise in picking up my models by turn 3.

HoundsofDemos wrote:
The game doesn't need super space marines, it needs more variety.

 Badablack wrote:
40k starts with the question, “Who is worse, Satan or the Nazis?” And goes from there. It’s a big colorful ball pit full of horrible people screaming and shooting each other.

PenitentJake wrote:
It doesn't matter if you're not dominating the game; if you have 3-4 x as many models and options than the rest of us and you're still getting new kits, we're still gonna rip on the faction. If I had 100 + Drukhari kits all in plastic to choose from, or 100 + Sisters kits, I think I'd be more likely to be receptive to Space Marine player's complaints about anything.


 
   
Made in gb
Decrepit Dakkanaut







Before we need any new Elf factions, we need another 1-3 Dwarf ones for parity (depending on how you count the Harlequins and Ynnari).

At least the Exodites are a background factor, so it wouldn't be entirely invented from whole cloth...

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
 
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