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If you could create a new race for use in battle reports and for cool fluff what would the race be?
Include:
Description
Castes/ranks
Heros
Background/Where from
Weapons
Warp related??
Intention (ex. Nids devour all Tau bring all under the "Greater Good")
and any thing else you can think of
sample troops with statlines ,wargear,and abilities / new abilities
Note this is not a debate by any means.
This message was edited 1 time. Last update was at 2012/10/22 01:08:39
Using Lootas: . My Response: AHAHAHAHAHAHAHAHAHHA.
Yay Grotz!!!
Hrm...The Seldarine, perhaps? A race of avian humanoids dwelling on a mountainous world, heights and chasms dwarfing the mountains and valleys of Earth, winged and feathered. Their bodies look rather strangely proportioned to us, with broad barrel chests to support the musculature necessary to fly, spindly limbs, and narrow waists, their faces are triangular and aerodynamic. They have hands with opposable thumbs but only two fingers, their feet have talons sprouting from the heel.
Rank amongst the Seldarine is determined by duels won; at any time when not in an active warzone, soldiers and civilians are welcome to challenge their superiors for their rank, trophies of feathers are taken from the defeated and used for decorations to show off ones' prowess. Duels are fought in the air, with blades or with foot spurs; guns are considered uncivilized, and are used mostly by lower-ranking warriors fighting outsiders. Their society is mostly feudal; lords gain the allegiance of others by defeating them in individual combat. They have a very strict code dealing with said duels, though; a warrior may only challenge his/her immediate superiors, and duels must be fought one-on-one with melee weapons, so as to prevent chaos.
Haven't thought of any heroes; presumably the head of state is the warrior badass enough to work his way up through the ranks to defeat the strongest warriors among the Seldarine; let's call him Taschriel and make him a scary combat-monster character with Eternal Warrior, an Invulnerable save, high WS/I, an AP2 fancy spear-like thingy, a stipulation that he must issue a challenge where possible, and the drawback of scoring one less kill point/obective point/whatever in any game where he doesn't kill the enemy general in a challenge.
Homeworlds: They dwell on a few related worlds, they either settle worlds with lots of vertical rock surfaces/immense forests (we're not talking California-redwoods-immense here, we're talking Kashyyyk-immense)/possibly Vespid-like gas giants with rock islands. They haven't expanded far and haven't interfered with any of the major factions much; they mostly take worlds the Imperium has declared unfit for colonization (too many cliff faces, too high gravity, too much atmospheric pressure, the like) so they haven't bothered issuing extermination orders yet. The Seldarine are wary of the Imperium, since they don't want to get wiped out, but they're excited about testing themselves against a particularly strong foe at the same time.
The Seldarine are pretty high-tech; they've got las weapons, pretty good energy shields, some vehicles (mostly open-topped skimmers/flyers, zero ground vehicles), Warp travel, that sort of thing. They do have psykers, though not many and not particularly powerful; they don't have many encounters with daemons.
The Seldarine's ideals are devoted to strength; the greatest worth is in testing onesself against a worthy foe. They would likely end up in a fight against the Imperium for the sake of fighting; the Imperium would likely try to conquer their worlds and find themselves stymied by the fact that they'd be outmaneuvered at every turn by faster, sneakier foes who recognize the futility of getting in a head-on pissing match with the Guard and turn to guerrilla warfare, then resort to glassing the whole thing.
General outline of the list: Everyone's either Jump Infantry or Jet Packs depending on their level of armor; some more heavily-armored units have stabilizer jets to help them fire heavy weapons on the move, making them Jet Packs. Most of the list is heavily assault-oriented; I'm making this up as I go, so this is probably going to be poorly-balanced. Some army-wide special rule is probably going to resemble the Chaos rule for requiring challenges but getting a special bonus for winning, though the bonuses are likely of a different nature (less Spawnhood and more WS/Ld increases).
Weaponry: Small-arms are lasblasters (24"/S3/AP5/Assault 2) and laspistols (12"/S3/AP5/Pistol). Lascannon-like weaponry (36"/S9/AP2/Heavy 1), gatling lasers (36"/S6/AP4/Heavy 4), and things like that form the heavy weapon selection; high-powered variant small-arms (AP3) also exist. Close combat weapons are mostly regular weapons, power swords, and power lances; bonus Strength is not uncommon on special fancy unique power weapons. Some sort of energy shield is relatively common, perhaps introduce a special unit with big power shield thingies?
Units:
HQ:
High-ranking lord: WS 7, BS 4, S 3, T 3, W 3, I 6, A 4, Ld 10, Sv 4+/4++, Jump Infantry, starts with CCW and laspistol with the option to upgrade to fancier stuff, most likely. Around 100pts?
Low-ranking force commander: WS 6, BS 3, S 3, T 3, W 2, I 5, A 3, Ld 9, Sv 4+/5++, Jump Infantry, starts with CCW and laspistol with the option to upgrade to fancier stuff, probably. Closer to 75-80pts.
Psyker: WS 6, BS 3, S 3, T 3, W 2, I 5, A 2, Ld 10, Sv 4+/5++, Jump Infantry, powers are most likely primarily buffs.
Elites:
Special fancy assault infantry: WS 5, BS 3, S 3, T 3, W 1, I 5, A 2, Ld 9, Sv 4+/5++, Jump Infantry, CCW/laspistol with the option to upgrade to fancy stuff. 25-30pts each.
Special fancy shield infantry: WS 4, BS 3, S 3, T 3, W 1, I 5, A 2, Ld 9, Sv 4+/3++, Jump Infantry, Storm Shield/lasgun with the option to upgrade to other fancy stuff. 35+pts each.
Troops:
Basic flying mob; WS 4, BS 3, S 3, T 3, W 1, I 5, A 1, Ld 8, Sv 4+, Jump Infantry, CCW/laspistol or lasgun, squad leader can get other cool stuff. 12-14pts each.
Fast Attack:
Some sort of attack skimmer, BS 4, AV 12-11-10, 2-3 SP, anti-infantry lasers with the option to upgrade to anti-tank lasers. 150pts?
Giant wacky ground-attack bird plane thingy, works a bit like a CSM Heldrake in making Vector Strikes despite being a vehicle, see Heldrake for guidelines on what sort of thing it'd be but make it look like the Eagle Bombers in Rise of Legends instead of a dragon thing.
Some sort of special Deep Strike-focused assault infantry, WS 4, BS 3, S 3, T 3, W 1, I 5, A 2, Ld 9, Sv 4+/5++, Jump Infantry, CCW/laspistol with the option to upgrade to fancy stuff, Deep Strike and Descent of Angels. 30+pts each.
Some sort of sneaky scout dudes, WS 4, BS 4, S 3, T 3, W 1, I 4, A 1, Ld 8, Sv 4+, Jet Packs, sniper rifles with the option to get some heavy weapons. 25-30pts each.
Heavy Support:
Fighter, BS 4, AV 10-10-10, SP 2, Flyer, air-to-air gatling lasers, possibly some sort of force shield rules. No idea on the points since I don't know what the force shield would do.
Heavy weapon infantry, WS 4, BS 4, S 3, T 3, W 1, I 4, A 1, Ld 8, Sv 4+/5++, Jet Packs, some mixture of hyper-lasguns and heavy weapons. 30+pts each.
The Scipias
A non-humanoid lupan-arachnid based intelligent lifeform. Basically, take a grey wolf and mix it with a big big scorpion, add arms as a third pair of limbs and bingo!
There aren't many ranks, the Scipias live a nomadic lyfestyle roaming from planet to planet and taking what they want, with or without violence (depends if there's someone to fight over it). There are basically two high ranking groups- the shamans, and the council of elders/captains.
Each individual ship has its heroes, villans, myths and maybe even a patron god. Too much to catalouge.
They are originally believed to be from the planet Etrustac, somewhere in the Segmentum Pacificus. The planet was basically a large savannah with few mountains and many rivers and swamps. They evolved in a nomadic lifestyle and eventually built ships, when they decided to take their violence to the stars.
The Scipias use alot of archaic weapons such as bows, spears, javelins and some swords and axes. The catch is this, the blades are made of a superstrong rock similar to obsidian, which can cause a nasty dent in space marine armor (repeated blows can break it), and they are poisoned with neurotoxins from their own urine. Another weapon they have is their, scorpion tail, which is lightning fast, and also poisoned.
The Scipias have discovered warp travel and are believed to be servants of minor daemons, which might be their so-called "gods" which help them in their warp travel.
The Scipias have no political or territorial ambition, they just want to survive in an ever more hostile galaxy. They do this by raiding other planets. Their basic mentality is: Land of one, land of all.
I don't have time to put any units up, might do it later.
Both very good ideas but i cant help seeing the kroothawk in the place of the seldarine. In appearance and the sparring aspect, very well thought out idea though. Probably just my bias as a tau player
Tau 2000pts
Please stop by and give some votes! I'm new here and want your opinions!
The Wizards are very similar to Humans in terms of looks and general way of thinking. They are techy, they are kinda' cool (they aren’t hell-bent on the destruction of the others) and they are all jerkish *ssholes.
An average Wizard roughly looks like a big, muscular Human with some animalistic features (fur instead of hair, sharper teeth and claws and a small, flat nose). The only distinctive feature is the Wizards' all-black eye that lacks iris, pupil and sclera. But behind the looks, the Wizards possess a superior biology compared to Humans: their energy efficiency rate is around 50-60% (compared to the 20-25% of the Human body), they have stronger, better developed muscles and bones and a much tougher metabolism. Wizards can lift, haul and carry very big weights, they are highly resistant to fatigue and can shrug off minor physical damage that could knock out a Human. Because of their advanced constitution, Wizards can live a long and healthy life without being concerned about it.
Wizards also have superior mental capabilities in terms of intelligence, ingenuity and willpower. An average Wizard is comparable to a Human with a IQ of 140-150. But thats where the first "interesting thing" kicks in: maybe they are smart, maybe they are strong, but Wizards are also super-selfish and super-egoistic (thank you big self-awareness coming with the big intelligence!). For a Wizard, there is only one thing that matters: himself. Wizards are incapable to understand communal objectives and are usually terrible team players. Wizards will do stuff themselves for their own good. Both bolded things are important, as they are things set in stone for a Wizard. They are capable to co-operation of course, but they will always chase their own goals. Because of this, leading a group of Wizards with charisma is impossible (simple authority works normally). Things like reliability can vary from Wizard to Wizard, but generally speaking, they are not the most trustworthy people.
The other interesting thing is Wizard women. Because of a genetic dysfunction, Wizard women go through a terrible metamorphosis during their early puberty: they grow big, fat and ugly. An adult Wizard woman is a truly hideous thing, especially for Wizard men. Because of this, Wizard women are kept in special institutes, far away from the real society. So yeah, the Wizards' is a world of men (before anyone asks: yes, homosexuality is a common thing) - quite literally. Out of the total Wizard population, only 20% are female, but what they lack in numbers, Wizard women regain in fertility as a single woman usually delivers a dozen or so Wizards with a single (7-8 months long) pregnancy.
Wizards are naturally psychic. They instinctively wall off themselves from the Warp though, so they have a very little warp signature. They use psychic powers by opening a small "window" into the Warp and drain raw warp energy into their own bodies. Their tissue build-up actually supports this technique, as they can store warp energy in their biological body for an infinite amount of time, though only a small "charge" of it. When a Wizard generates a psychic power he draws the required energy from his own body what is waaaaay safer than drawing it right from the Warp. Just imagine the Wizards like walking batteries of warp energy, any you will have the idea. Also, over time, warp energy can "infiltrate" the Wizard's body, replacing biological material with the stuff of the Warp, essentially turning the Wizard into a daemon. Some Wizards willingly embrace this kind of "corrupted evolution" and the power they possess is only matched with the horror they represent. These Wizards are collectively called as the "Forces of Darkness" and they are opposed by the "Forces of Light" who reject this corruption (as: Forces of Darkness = daemonic bad guys, Forces of Light = knightly good guys). There is no way a daemon can do anything with a Wizard (obvious reasons are obvious).
The Wizards have a very advanced, progressive "empire" the Blue Star Alliance in the Eastern Finger. They successfully sold themselves as abhumans for the IoM (it was easy), and they willingly became a protectorate (sort of, at least) of it. They go with the "post-cyberpunk" line, with advanced technology everywhere, democracy, liberalism, consumerism, megacorporations and stuff, and dislike the "grim-dark" theme. Even the idea that they have a common goal is ridiculous.
For weapons, units and such check out the fandex, it is in my sig.
I like all these ideas but i think the wizards should have a different name but besides for that everything looks cool, im not just talking about the wizard idea.
Automatically Appended Next Post: Also here's my idea for a race the Drythrax, a race that consists of large warriors who defend their smaller pyschic brethren.
The Drythrax troops are: Brutes (average warriors) are around 12 feet tall, have tough grey skin, and purple eyes, who carry maces half their size that crackle with warpstones (strange stones found on the Drythrax's home planet which is in the warp) and when the maces strike something they release bolts of electricity that fry their targets. Other ranged warriors the Warp Launchers use powerful long rifle like guns that fire warpstones that are formed into dart like bullets which differ from those in the maces because they react differently depending on what speed they had gained before hitting their target. The bullets gain speed for 10 seconds before instantly dropping still. If a biological organism is hit around 9-10 second it will fall into a coma like status. These Warp Launchers are far less numerable than the Brutes.
The Elites Are: Duelists which carry 2 long blades that are powered with warp stones (same as maces) which are controlled to constantly give off energy which acts as a power weapon. Duelists are immensly skilled while their brute brothers depend more on strength. Other elites are Skybrutes basically just Brutes who moves as normal but use their booster packs to make short dash or to fly short distances into the air then to smash down on their opponents. Also the psychic Merblings which are merely 3 feet tall and have blue skin but still purple eyes. They call upon the power of the warp (not the dark gods but purely the energy of the warp) to blast enemies or empower allies.
Hq would have to be super brute type people, extremely elite dueslists, and the most potent Merblings.I cant think of any name heros or any other information that i asked for because i am too tired
This message was edited 1 time. Last update was at 2012/10/23 04:20:14
Using Lootas: . My Response: AHAHAHAHAHAHAHAHAHHA.
Yay Grotz!!!
Boss Grot Punt wrote: I like all these ideas but i think the wizards should have a different name but besides for that everything looks cool, im not just talking about the wizard idea.
Automatically Appended Next Post: Also here's my idea for a race the Drythrax, a race that consists of large warriors who defend their smaller pyschic brethren.
The Drythrax troops are: Brutes (average warriors) are around 12 feet tall, have tough grey skin, and purple eyes, who carry maces half their size that crackle with warpstones (strange stones found on the Drythrax's home planet which is in the warp) and when the maces strike something they release bolts of electricity that fry their targets. Other ranged warriors the Warp Launchers use powerful long rifle like guns that fire warpstones that are formed into dart like bullets which differ from those in the maces because they react differently depending on what speed they had gained before hitting their target. The bullets gain speed for 10 seconds before instantly dropping still. If a biological organism is hit around 9-10 second it will fall into a coma like status. These Warp Launchers are far less numerable than the Brutes.
The Elites Are: Duelists which carry 2 long blades that are powered with warp stones (same as maces) which are controlled to constantly give off energy which acts as a power weapon. Duelists are immensly skilled while their brute brothers depend more on strength. Other elites are Skybrutes basically just Brutes who moves as normal but use their booster packs to make short dash or to fly short distances into the air then to smash down on their opponents. Also the psychic Merblings which are merely 3 feet tall and have blue skin but still purple eyes. They call upon the power of the warp (not the dark gods but purely the energy of the warp) to blast enemies or empower allies.
Hq would have to be super brute type people, extremely elite dueslists, and the most potent Merblings.I cant think of any name heros or any other information that i asked for because i am too tired
Cool, Halo anyone. But I still like that you adapted them pretty well.
Don't tell people how to do things, tell them what to do and let them surprise you with their results.
George S. Patton : The wode capn deaf klawz Freebooters Shas'O Storm knifes Shan'al
I'd create a race based off of the Hirsuitus (Felinids) mutant race.
Part of it would be because of [trollface.gif], obviously, but I actually kinda wonder how loyalist mutant armies might be handled, that are separate from the Imperial Guard.
This message was edited 1 time. Last update was at 2012/10/28 22:03:54
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Homo Sapiens Hirsuitus, "Felinids", are a variant of humans whom have taken on fur and other catlike features. Slightly shorter than humans, they are more nimble while being somewhat weaker. Some of their senses are heightened (such as hearing and smell), but not entirely in beneficial ways (they see better in the blue-violet-ultraviolet range than we do, but have a hard time telling reds apart; similarly, they hear higher pitched sounds better, but have a harder time with the lower end of the human audio spectrum, etc). Their culture is extremely pious, and sees hunting the dangerous, genetically modified and in some cases tainted beasts of their homeworld as a sacred duty given to them by the Emperor. Indeed, they see warfare itself as an organized grand hunt, and glorify human Imperial heroes such as Macharius and Creed as the ultimate hunters.
Felinids are slightly shorter than the average Terran human, as well as thinner. Their spine extends past what would be the base of a human's spine, in to a long tail, and their ears are closer to a cat's. The most obvious difference is the fur covering their body-- a fur that they take special care of, to the point where a decent layman's method of seeing if a Felinid is sick is by looking at how well groomed their fur is. In some rare cases, a Felinid is born with only patches of fur, or even no fur at all save for their tail and ears. These children are referred to as Homonids by the Felinids (despite the fact that this is a bit of a misnomer) due to them being so close to humans. Sadly, these children are also marked by a psychotic rage and extreme violent tendencies that usually results in them being killed or outcast at some point in their childhood Those rare ones that do make it to adulthood oftentimes end up becoming ostracized Slayers, lone hunters who seek greater and greater challenges to try to gain acceptance. Several famous slayers, and one crusader are "Homonids", and they are celebrated in history where they were reviled in life.
Ranks:
Spoiler:
-- Kitten: Used for both children and new recruits not gone through basic, or conscripts. Often shortened to "kit".
-- Private, Corporal, Sergeant, etc: Often, they use standard Imperial Guard designations for rank.
-- Hunter: A minor champion of the race, one who has proven themselves in a hunt or on the field fo battle. Sometimes used in place of Sergeant, as sergeants often are themselves Hunters.
-- Slayer: A champion who has killed some of the deadliest predators on their homeworld, or accomplished a great feat or heroic deed in battle, sometimes given posthumously. Slayers who earned their title on Leona 1 are given more prestige than those from Leona 2, as the Dark Mechanicus performed many experiments on Leona 1's predators, making them somewhat more deadly than that of Leona 2's; despite the many years of bringing predators from 2 to 1, they never seem as tough on Leona 2 as on the first planet. Slayers occasionally are given command ranks if they show aptitude in leadership ability, although usually they are deployed as assassins, instead.
-- Crusader: A title taken to honor the Great Crusade and it giving them freedom from the Dark Mechanicus. The title is given only to those who accomplish miraculous and unbelievably brave deeds in battle-- it is joked that one has to defy reality itself in order to receive this title. There is some truth to that joke; all but three recipients were given this title posthumously. Those three are legends, revered as saints sent by the Emperor Himself to aid them in battle.
Background:
Spoiler:
Originally from Leona 1 and 2, the Felinids were the product of genetic experimentation by a scientist caste during the Dark Age of Technology in an experiment to see if genes that create a psyker could be nullified. When the scientists fell to Chaos worship and began to sacrifice them to the dark powers to atone for their success, the Felinids rebelled and killed them using the only advantage they had-- stealth. Since then, they have struggled and failed to adapt the advanced technology left behind by the scientists, and for generations lived with a mixture of crude makeshift technology and whatever technology they could scavenge. During the Great Crusade, Leona 1 and 2 were colonized by the Mechanicus, using the Felinids as slave labor. Irresponsible members of the Mechanicus, already bordering on falling to Chaos worship, brought the Felinids to other worlds. Eventually, the Felinids joined forces with loyalists during the Horus Heresy to destroy the heretek Dark Mechanicus on their worlds. Before any celebrations of a return to a long-forgotten concept called "civilization" could be had, however, the loyalists got the message of Horus' siege of Terra. They sent this to the Felinids as they left, leaving behind just enough technology that the Felinids were able to reproduce some basic technology.
Thousands of years later, they were found once more, this time by the Inquisition. Noting that the Felinids had developed an almost worshipful reverence of the Emperor for the gift of technology and freedom, as well as their complete lack of psychic ability, the Inquisition studied them instead of wiping them out (including abducting and dissecting several of them to find out how far beyond human they were). Judging their mutation stable enough, the Inquisition declared them to be in the same status to the Imperium as Ogryns and Ratlings, and thus Imperial vassals. Since then, the Felinids have struggled for Imperial acceptance, becoming more and more pious and aggressive against the enemies of the Imperium with each generation. In the subspecies' proudest moment, they managed to launch an attack on a Chaos raiding ship that was attacking the Inquisition outpost in orbit, using their own crude technology to accomplish this. Heavy losses were taken on both sides, but eventually the heretics were wiped out, and the Felinids declared loyal enough to be allowed to field (closely regulated, with a high commissar count) regiments to be sent to a nearby crusade. The Felinid colonies outside of the Leona system are not so privileged, but occasionally see active duty as conscripts in nearby wars, mostly to keep their population down.
Weapons: Silenced autoguns, poisoned combat knives and swords, and autocannons are their primary tools. Autoguns and stub weapons are cherished in the Leona system due to the long history of their use in hunting and rebellion, although some regiments have adopted Lasguns in an attempt to appear more civilized. They have access to most Imperial weapons, although they prefer weapons suitable for ambushes such as melta weaponry. They also have excellent snipers, using needle rifles coated with a deadly neurotoxin extracted from the apex predator on their homeworld, a kind of giant snake which their champions hunt in order to prove their prowess. Other common weapons include lower-technology weapons such as disposable missile launchers and heavy stubbers, as well as teeth and claws from deadly beasts, fashioned in to various implements such as daggers, swords, picks, etc. For armor, they make use of a bodyglove that provides equivalent protection to flak armor while keeping their fur from being contaminated or set on fire, and frequently make use of camo cloaks.
Warp: Felinids have no psykers, which is one of the few reasons they were allowed to survive-- the Inquisition wanted to study why this was, considering how closely related to humans they are-- perhaps someday the Inquisition will figure out how to apply what made Felinids non-psychic without creating mutations, a goal that many more puritan Inquisitors would be glad to achieve.
Intention: Shaped by the race's long history of great hunts, battles, and rebellions, the primary goal of Felinid leaders, aside from becoming more accepted by Imperial authorities (a task that they have found is extremely difficult, if nigh-on impossible), is to bring glory to the Emperor's name through feats of prowess, especially on the battlefield. They also delight in the idea of breaking hold of Chaos oppressors in order to free Imperial citizens to worship the Emperor in peace-- a motivation that their commissars are glad to use, even when it may not be strictly accurate.
I must be bored, because I just realized how much I wrote, lulz.
This message was edited 1 time. Last update was at 2012/10/28 23:22:17
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
I admit, I did draw some inspiration from the Khajiit. They're one of the more tastefully done cat-people in fiction.
This message was edited 1 time. Last update was at 2012/10/30 00:53:47
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
Such a broad question! I would probably do some sort of hyped up race of canine beings that are intelligent, I'm thinking space wolves...but actually wolves with technological interest lol.
"We have been wounded sorely. Yet still we stand, with fire in our eyes and valour in our hearts. Let them think us beaten. We shall teach them otherwise."