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So I was thinking about a new race in 40k something that has not been seen or really shown much of in the 40k universe. I was thinking that the Men of Iron should make a return. Maybe some of there race of machines made it out of the galaxy and now are returning to the milky way. These would be true artificial intelligence's not souls in a machine like the necrons. The would be very powerful but limited in number for now. Because they would be using Golden age of technology. Also being that they are a true AI they would have no real warp precense and would be invisible to deamons and most sensors. Also they would have access to things like active invisibility and such. Just my two cents.
I'm just going to leave this here. For some reason I was reminded.
Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia
I know a push but the creaters of tyranoids who use them as bio weapons to conqour gallexies before the higher beings arrive. Kind of a evily minded ainciant eldar type species, old, but powerful and regard others as at best slaves.
Kind of a new ultimate evil to make things more grim, maybe a extremely old rival to the eldar as tyranoids are suspected to have been before, millions if years ago.
Even maybe a power that can hurt chaos in a new way, a kind of weapon not seen, based on somthing different to all others,
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
jhe90 wrote: I know a push but the creaters of tyranoids who use them as bio weapons to conqour gallexies before the higher beings arrive. Kind of a evily minded ainciant eldar type species, old, but powerful and regard others as at best slaves.
Kind of a new ultimate evil to make things more grim, maybe a extremely old rival to the eldar as tyranoids are suspected to have been before, millions if years ago.
Even maybe a power that can hurt chaos in a new way, a kind of weapon not seen, based on somthing different to all others,
Thats a interesting thought. Maybe even the creators of the Tyranids were the men of Iron survivors?
A species that deadly does apeer from nowhere. Got to have a back story, maybe a doomsday weapon gone wrong, product of war, too dangerous and wiped out all life.
I'm not a expert but think be very interesting line to follow
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
As far a new race storywise, that may be tough, but I think that mechanics wise we would need an army that is set aside a little differently.
Let bring in the Hrud. Whatever they are, I'm thinking of them as either Rats, or Moles. They for years have been traveling from one planet to another in secret. They burrow deep below the planets surface and set up their headquarters underground. They would make their appearance suddenly as they emerge from they underground strongholds on multiple planets.
Their abilities would be that of creating, moving and removing terrain. Because they are a race of scavengers, they would also be able to capture and use enemy weapons or vehicles.
Their immunity to diseases would give them access to a variety of poisoned weapons. It would also give them a disease aura that would be similar to a defensive hammer of wrath. Their deep striking would be more like the Tyranid creatures that comes up from below.
But of course unlike tyranids this would be a race of intelligent creatures that favors ranged combat. I would still have to figure out their terrain moving abilities a little more and how their earthquake effects would work.
Icculus wrote: As far a new race storywise, that may be tough, but I think that mechanics wise we would need an army that is set aside a little differently.
Let bring in the Hrud. Whatever they are, I'm thinking of them as either Rats, or Moles. They for years have been traveling from one planet to another in secret. They burrow deep below the planets surface and set up their headquarters underground. They would make their appearance suddenly as they emerge from they underground strongholds on multiple planets.
Their abilities would be that of creating, moving and removing terrain. Because they are a race of scavengers, they would also be able to capture and use enemy weapons or vehicles.
Their immunity to diseases would give them access to a variety of poisoned weapons. It would also give them a disease aura that would be similar to a defensive hammer of wrath. Their deep striking would be more like the Tyranid creatures that comes up from below.
But of course unlike tyranids this would be a race of intelligent creatures that favors ranged combat. I would still have to figure out their terrain moving abilities a little more and how their earthquake effects would work.
Or more simply a unique attack on fortifications and ruins, that also means you need morale check as building shake from below.
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
So one of the staples to any army is their basic gun. Each race has a different gun, or sometimes two guns that the infantry use. (except daemons)
With tunnelers and burrowers I would think a Sonic blast would be the type of gun used, kind of like the noise marine's gun.
Tunneling. I think they also need a unit that can jump around like a grey knight with a teleporter, except like I mentioned, they would come from below. Perhaps only one or two units would be able to make the tunnels, but once the tunnels are there, any unit can use them to move back and forth across the board.
Icculus wrote: As far a new race storywise, that may be tough, but I think that mechanics wise we would need an army that is set aside a little differently.
Let bring in the Hrud. Whatever they are, I'm thinking of them as either Rats, or Moles. They for years have been traveling from one planet to another in secret. They burrow deep below the planets surface and set up their headquarters underground. They would make their appearance suddenly as they emerge from they underground strongholds on multiple planets.
Their abilities would be that of creating, moving and removing terrain. Because they are a race of scavengers, they would also be able to capture and use enemy weapons or vehicles.
Their immunity to diseases would give them access to a variety of poisoned weapons. It would also give them a disease aura that would be similar to a defensive hammer of wrath. Their deep striking would be more like the Tyranid creatures that comes up from below.
But of course unlike tyranids this would be a race of intelligent creatures that favors ranged combat. I would still have to figure out their terrain moving abilities a little more and how their earthquake effects would work.
Or go ture "space skevan" route with suicide bombers, absurdly unsafe weapons (onse that could detonate and take a chunck of anything near with them) and the such, trading safety for absurd destructive power.
can neither confirm nor deny I lost track of what I've got right now.
Icculus wrote: As far a new race storywise, that may be tough, but I think that mechanics wise we would need an army that is set aside a little differently.
Let bring in the Hrud. Whatever they are, I'm thinking of them as either Rats, or Moles. They for years have been traveling from one planet to another in secret. They burrow deep below the planets surface and set up their headquarters underground. They would make their appearance suddenly as they emerge from they underground strongholds on multiple planets.
Their abilities would be that of creating, moving and removing terrain. Because they are a race of scavengers, they would also be able to capture and use enemy weapons or vehicles.
Their immunity to diseases would give them access to a variety of poisoned weapons. It would also give them a disease aura that would be similar to a defensive hammer of wrath. Their deep striking would be more like the Tyranid creatures that comes up from below.
But of course unlike tyranids this would be a race of intelligent creatures that favors ranged combat. I would still have to figure out their terrain moving abilities a little more and how their earthquake effects would work.
Or go ture "space skevan" route with suicide bombers, absurdly unsafe weapons (onse that could detonate and take a chunck of anything near with them) and the such, trading safety for absurd destructive power.
Makes sense. In order to tunnel and move terrain around you would need a good amount of explosives.
I would also like to see these space skaven always wear some sort of space suit or breathing apparatus. This is a race of terraformers. The level of oxygen used by humans is too high for them, so they spend much of their time below the surface crafting a terraforming device that makes the atmosphere breathable for them, but deadly to others. So unless they are on one of their homeworlds, they need a mask or helmet of some sort.
I think you could have a race from a different galaxy that has been battling tryanids show up locally to continue the fight. Make it a highly advanced race that has fought the tryanids to a draw more or less. They view the local races as inferior and have don't think twice about brushing them out of the way (I.E. killing them) as necessary to advance the goal of killing the tyranids. Basically our galaxy has become another battleground between two races long entangled in an intergalactic war. This race isn't here for conquest, just to deny the tyranids a new prize.
Gwaihirsbrother wrote: I think you could have a race from a different galaxy that has been battling tryanids show up locally to continue the fight. Make it a highly advanced race that has fought the tryanids to a draw more or less. They view the local races as inferior and have don't think twice about brushing them out of the way (I.E. killing them) as necessary to advance the goal of killing the tyranids. Basically our galaxy has become another battleground between two races long entangled in an intergalactic war. This race isn't here for conquest, just to deny the tyranids a new prize.
Which brings an interesting question. Are the Chaos Gods local? Are they just extremely powerful beings that exist within this galaxy but nowhere else? Does the Warp only connect things within this galaxy?
Wouldnt this mean that another galaxy could have a completely different set of gods?
A non Imperial human faction based around Starship Troopers meets Starsiege Tribes.
Highly mobile, high firepower soldiers that are few in number. On the far edge of the galaxy, beyond Imperial space is a gateway in space. A large ring object that opens a rift between galaxies. These humans have been on the other side of the ring and are just jumping back into the galaxy. A few of these rings are along the outskirts, while others have been destroyed over time (not Halo, more Wing Commander: Prophecy/Descent: Freespace).
They lack the numbers of the Imperium by far, but have the destructive potential that enables them to match the Imperials packed into smaller packages.
Technology the Imperials don't understand, with lightning attacks, not in tune with most of the races. No psychics intrinsically in themselves, but would they start to redevelop the genes once here or not?
Well since this is the rules forum, I'll offer some basic rules for the basic trooper of my proposed extragalactic race.
Description: They are humanoids whose height is slightly higher than that of a space marine. They do not wear armor, but are as bulky a a space marine in power armor. They do not wear armor, relying instead on advanced adaptive energy shielding. They have four arms and four eyes (two close together facing forward, two a little higher and to the side of the head) and have puplish gray skin tone skin.
They are best dealt with at range because they have intense, close range firepower and are great close combat fighters. Fortunately they are not very fast, and have limited long range weaponry. Their basic troops carry two guns and two swords.
Basic Troops Stats: WS4 BS4 S5 T5 W1 I3 A2 Ld8 Sv*
Basic Trooper Weapon Stats: Range12", Assault3 S4, Ap5. Each basic troop carries two guns that are fired simultaneously with the above profile. Not twin linked and not six shots. In close combat they have 2 attacks base and get the bonus for 2 close combat weapons.
Army has no weapon with range greater than 24", can't run and no vehicles can move more than 12".
*Army has 6+ invulnerable save to start game. After 10% casualties, increases to 5+. After 50% increases to 4+. After 75% increases to 3+.
This message was edited 3 times. Last update was at 2014/04/22 02:26:18
Space pandas. They are masters of unarmed combat, but wear no armour. While this may seem like a drawback in the 6ed shooting meta, they all have a special rule called "Too Cute To Shoot" which renders them immune to all shooting attacks, leaving ranged troops standing around saying "awwww" until the charge; at which point they unleash an unholy r*** train and start biting faces.
The Emperor was not human, but hailed from a race of near-human psychics. Their culture is only slightly older than humanity's, and arrived in our galaxy during the Age of Technology. There was only some twenty-five years of contact with the Psykurr before the Age of Strife began, and the Psykurr wisely kept their distance from humanity during the terrible warp infestations of those years. As the worst of the warp storms abated, one of the Psykurr's greatest prophets moved among humanity - the Emperor. The Psykurr worked behind the scenes in helping to piece mankind back together again, in the hopes of dredging them up from from that Dark Age.
But the Horus Heresy destroyed the Psykurr's hope of uplifting their human brethren. Those Psykurr who had secretly mingled among mankind found themselves branded as heretics, mutants, witches and in some cases Daemons themselves. As humanity dragged itself down into a dark age, the Psykurr retreated again, looking to the protection of their own people and their own Empire.
Now, the 41st Millenium dawns on mankind. The Psykurr see humanity teetering on the brink of being overwhelmed. The veil has been lifted and the Psykurr have once again returned on a crusade - either mankind is lifted onto its feet once again, or it is slain where it is fallen. Even the Psykurr themselves are divided in which way to lean and for the first time Psykurr moves against Psykurr and it becomes just one more xeno for the Empire to face.
Basic Traits
Psykurr do not use weapons; they are innate psykers who use their minds and bodies as weapons on the battlefield. They can supplement their raw psychic ability with their advanced and alien machines. Some example units below.
HQ
Mind Melter: Mind melters are among the strongest psychics of the Psykurr. As their name implies, they can reduce other beings to babbling, slathering idiots with but a glance
Transcendant: These Psykurr have mastered the ability to twist their own genes to make themselves tougher, stronger or mightier than any opponent on the field.
Elites Psi-suits: Crystal suits as tough as ceramite that patrol in groups of three that also focus psychic bolts into deadly plasma blasts. Jump Infantry.
BS-4;WS-4;S-3;T-4;I-3;A-2;Ld-9; SV 3+; Brotherhood of Psykers; Psi Bolt (S5, AP 3, 18", Blast); Jump; Psi Shield (1 warp charge; 4++, counts as shooting); Megablast (1 warp charge; S8, AP 3, 18", Melta)
Biogineers: These are Psykurr Metahumans whose mutant abilities have been augmented through rigorous training and chemical enhancement. They are living war machines with vast tactical knowledge and cunning.
BS-3;WS-4;S-3;T-4;I-3;A-2;Ld-9; SV 5+; Brotherhood of Psykers; Mutagenetics (1 warp charge; +2 to one attribute; Psi Bolt (S4, AP5, 18"); Force Weapon; Choose one mutant power for free
Troops Psykurr Soldier: Lightly Armored, five to ten man groups of psykers. Can strike telekinetically singularlly, or combine abilities to produce a heavy-weapon sort of effect.
BS-3; WS-3; S-3; T-3; I-3; A-1;Ld-8; SV 5+; Brotherhood of Psychics (Lvl 1/3 soldiers; Psi Bolt (S4, AP 5, 18"); Mind Melt (X warp Charge, S3/X, AP 3, 18", Heavy 1, Large Blast); Close Combat Weapon
Psykurr Metahuman: Lightly Armored, five to ten man group of mutants. Uses mutable genes in their body to become weapons of destruction on the battlefield
BS-3;WS-3;S-3;T-3;I-3;A-1;Ld-8; SV 6+; Brotherhood of Psychics; Mutable (1 warp charge; +1 to one attribute); Psi Bolt (S4, AP 5, 18"); Force Weapon
Fast Attack
Seraphim: These jump troops are bedecked like gilded angels with glittering, spinning halos. They are armed with psychic swords that can project deadly blasts the psykurr are well-known for.
BS-3;WS-3;S-3;T-3;I-3;A-1;Ld-8; SV 4+; Brotherhood of Psychics; Jump; Deep Strike; Force Weapon w/ Psi Bolt (S4, AP 5, 18")
Ravenstrike Speeder: This skimmer houses four powerful psykurr. The skimmer can break into up to four components to split fire or combine into one deadly vehicle to heavily protected units or armor.
BS-3; FA12; SA11; RA10; HP 1/component; Skimmer; Brotherhood of Psychics; Split Fire (when in formation); Psi Bolt (S6, AP 3, 24"); Combined Bolt (S8, AP 1, 18")
Hellstorm Flier: This aerospace vehicle zips across the sky, leaving a screaming psychic wake behind it. Armed with an array of psyically empowered weapondry, it leaves behind smoking craters wherever it strikes.
BS-3; FA 12; SA12; RA11; HP 3; Flyer; Jink; Skyfire; Psyker; Twin-linked Psi bolter (S5, AP 4, 18"), Psi bomb (S9; AP 1; Armorbane, Fleshbane, Large Blast, One Use); Countermeasures (on 3+, negate Interceptor)
Heavy Support
Titansuit: Decked in a lead-laced crystal suit as tough as adamantium, these walking engines of destruction lay waste to everything in their reach
BS-4; WS-4;S-5;T-5;I-1;Ld-9; SV 2+; Psyker; Psi Bolt (S6, AP 3, 18"; Heavy 3, Blast); Psi Shield (1 Warp Charge; grants 3++, counts as moving)
The Psykurr would have an armory of special psychic abilities, mutations and items to customize units. Psychic abilities and mutations would use Warp charge to activate, items have their own built-in power source, but cost more (and be useful for facing opponents that can negatively affect psychic abilities, like Tyranids) For example, they would have the Daze ability that act like Defensive Grenades, a Confuse ability that acts like Offensive Grenades, Cloud the Mind that grants Shroud, items with built-in psychic points, psychic hoods, psychic suppressors and the like.
I still have some more work to do on this, but here is what I have so far. Check out the MechaCrane for a neat new mechanic
HQ Pit Boss
BS-3;WS-4;S-3;T-6;I-5;A-1;W-4;LD-10;SV 3+
Wargear:
Earthspeaker
BS-3;WS-3;S-3;T-5;I-5;A-2;W-2;LD-9;SV 4+
Psyker level 1, force weapon, automatically knows Earthquake. May be upgraded to psyker level 2 or 3 to roll on Divination, Biomancy, or Telepathy.
Earthquake: witchfire 36” range. Large blast, ordnance 1, barrage, str 9, ap2
Elite
Tech-rat
BS-3;WS-3;S-3;T-5;I-5;A-2;W-2;LD-9;SV 3+
Repair: on a 4+ may repair either a weapon destroyed or immobilized result.
Wargear: Welding kit (Melta pistol, Power Maul)
Troops: Ratori. Units of 5-15. 12 pts per model.
BS-3;WS-3;S-3;T-5;I-5;A-1;W-1;LD-8;SV 5+
Special Rules: Move through cover, Disease Aura
Wargear: Shunt-gun; mining armor, defensive grenades
Any rat may swap shunt-gun for pistol and hand-drill (2 cc weapons, hand-drill is ap5)
For every 5 rats in the unit, one may swap his shunt-gun for a special weapon
If the squad is 10 or more, one rat may swap his shunt-gun for a heavy weapon
May take a Breaching Drill as a dedicated transport
Shunt-gun: 18”, assault 1, str 4, ap 4, pinning
Disease Aura: The enemy unit suffers 1d3 str 4 ap- hits for every 5 rats in the unit on the first round of combat. These hits take place at initiative step 10. This rule has no effect after the first round.
Transport/Heavy: Breaching Drill. 75 pts
BS-3;F-13;S-11,R-10;HP-3
Transport capacity – 16 models
Tank
Wargear: Drill, Hull mounted Mining Laser
Fire points: One model may fire from top hatch
Access Points: 1 on each side and 1 on rear
Special Rules: Deepstrike, Tunnel
Drill: roll 2d6 for dangerous terrain, only fails on 1,1. If a tank shock or a ram is performed, the unit being hit automatically suffers d6 str10 ap- hits. If the unit elects to perform a death or glory attach, they suffer an additional d6 str10 ap- hits.
Mining Laser: See Multi-Melta
May swap Mining Laser for a twin-linked Shunt-Cannon (24” Heavy 4, str6 ap4, pinning) = free
May take one additional weapon from the following:
Mining Laser = 15 pts
TL Shunt-Cannon = 20 pts
Corrosive Jet (torrent, Str5, ap4) = 15 pts
Elite: Toxin Squad: 3 models. May upgrade to 15
BS-3;WS-3;S-3;T-5;I-5;A-1;W-1;LD-8;SV 5+
Special Rules: Move through cover, Disease Aura
Wargear: Microbe Propellant. (Template, str -, ap 3, poisoned 3+)
Fast Attack: Ragres
BS-0;WS-5;S-4;T-5;I-5;A-2;W-2;LD-7;SV 5+
Unit type: Beasts
Special Rules: Diseas Aura, Fleet, Wild Animals
Wargear: Claws and Teeth
Heavy: MechaCrane
BS-3;F-14,S-13,R-10
Heavy Tank,
Wargear: Seismic Cannon, Digging Claws, Shunt-Cannon sponsons
Transport capacity: none
Seismic Cannon: 48” str 9 ap2 Ordnance 2. Alternatively, this cannon may be fired at area terrain within 48” and in LOS. If hit, the terrain is treated as dangerous terrain as it is slowly leveled and flattened out. Each model inside must immedietly take a dangerous terrain check at -1. At the beginning of the following turn’s shooting phase roll a d6. on a 3+ the terrain piece is removed from play and each model inside the area terrain suffers a str 8 ap- hit.
Digging Claws: These claws may be used to fortify the crane in place. The crane may spend 1 full shooting phase digging in to position. During this phase no weapons may be fired. On every turn in which the Crane remains dug in, its BS is increased +1 and it receives a 5+ cover save.
jhe90 wrote: I know a push but the creaters of tyranoids who use them as bio weapons to conqour gallexies before the higher beings arrive. Kind of a evily minded ainciant eldar type species, old, but powerful and regard others as at best slaves.
Kind of a new ultimate evil to make things more grim, maybe a extremely old rival to the eldar as tyranoids are suspected to have been before, millions if years ago.
Even maybe a power that can hurt chaos in a new way, a kind of weapon not seen, based on somthing different to all others,
I have a mechanical tyranid army which works on the fluff that a magnetic planet was sucking all the scrap out of a hole in the warp (like a mini eye of terror) and that there was a sentience that formed in the scrapyard of the planets surface, which started to produce machines of war. Their reason for attacking was that they had a thirst for all metals they saw, and couldn't distinguish the insignificant - so the iron in blood was seen as worth harvesting.
never got the new codex so the models have been boxed. had a thread elsewhere with pictures but never posted one here.
12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!
Dethco wrote: So I was thinking about a new race in 40k something that has not been seen or really shown much of in the 40k universe. I was thinking that the Men of Iron should make a return. Maybe some of there race of machines made it out of the galaxy and now are returning to the milky way. These would be true artificial intelligence's not souls in a machine like the necrons. The would be very powerful but limited in number for now. Because they would be using Golden age of technology. Also being that they are a true AI they would have no real warp precense and would be invisible to deamons and most sensors. Also they would have access to things like active invisibility and such. Just my two cents.
this is a great idea! they could add rules for having AI control units and if they die that squad stops working or something like that
Preliminary ideas for minor xenos to turn into major armies:
Slaugth
Slann
Demiurge
Hrud
Thyrrus
Rak'Gol.
Kroot.
Sarhuadin
This message was edited 1 time. Last update was at 2014/04/25 22:18:33
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Scipio Africanus wrote: One could make a kroot codex very easily. Make krootox good and kroot hounds great, shapers HQ choices and you got yourself an army.
You could also throw in Knarlocs from forgeworld too.
After that it's just a matter of putting in more variety from their background as gravy.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
My thought for a Hrud list: everything infiltrates.
Every single Hrud unit has Infiltrate, Shrouded, and Night Vision (not Acute Senses, though -- tunnels, man, they don't always go where they're supposed to). Units with tunneling equipment get Deep Strike (from below, of course). So you can replicate on the tabletop and in the mind of the opposing player the "monsters under the bed, boogeymen in my closet" vibe the Hrud have for the Imperium.
"Wait, aren't you deploying first?"
"Yeah. I'm done."
"But -- you have no models on the table."
"Yeah."
"Aren't you...."
"They all infiltrate."
"They -- they what?"
"So just set up your guys and I'll put mine wherever."
[opponent begins nervously checking every possible bit of cover on his side of the table and setting his troops up so they've all got their backs to walls....]
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Icculus wrote: I still have some more work to do on this, but here is what I have so far. Check out the MechaCrane for a neat new mechanic
Spoiler:
HQ Pit Boss
BS-3;WS-4;S-3;T-6;I-5;A-1;W-4;LD-10;SV 3+
Wargear:
Earthspeaker
BS-3;WS-3;S-3;T-5;I-5;A-2;W-2;LD-9;SV 4+
Psyker level 1, force weapon, automatically knows Earthquake. May be upgraded to psyker level 2 or 3 to roll on Divination, Biomancy, or Telepathy.
Earthquake: witchfire 36” range. Large blast, ordnance 1, barrage, str 9, ap2
Elite
Tech-rat
BS-3;WS-3;S-3;T-5;I-5;A-2;W-2;LD-9;SV 3+
Repair: on a 4+ may repair either a weapon destroyed or immobilized result.
Wargear: Welding kit (Melta pistol, Power Maul)
Troops: Ratori. Units of 5-15. 12 pts per model.
BS-3;WS-3;S-3;T-5;I-5;A-1;W-1;LD-8;SV 5+
Special Rules: Move through cover, Disease Aura
Wargear: Shunt-gun; mining armor, defensive grenades
Any rat may swap shunt-gun for pistol and hand-drill (2 cc weapons, hand-drill is ap5)
For every 5 rats in the unit, one may swap his shunt-gun for a special weapon
If the squad is 10 or more, one rat may swap his shunt-gun for a heavy weapon
May take a Breaching Drill as a dedicated transport
Shunt-gun: 18”, assault 1, str 4, ap 4, pinning
Disease Aura: The enemy unit suffers 1d3 str 4 ap- hits for every 5 rats in the unit on the first round of combat. These hits take place at initiative step 10. This rule has no effect after the first round.
Transport/Heavy: Breaching Drill. 75 pts
BS-3;F-13;S-11,R-10;HP-3
Transport capacity – 16 models
Tank
Wargear: Drill, Hull mounted Mining Laser
Fire points: One model may fire from top hatch
Access Points: 1 on each side and 1 on rear
Special Rules: Deepstrike, Tunnel
Drill: roll 2d6 for dangerous terrain, only fails on 1,1. If a tank shock or a ram is performed, the unit being hit automatically suffers d6 str10 ap- hits. If the unit elects to perform a death or glory attach, they suffer an additional d6 str10 ap- hits.
Mining Laser: See Multi-Melta
May swap Mining Laser for a twin-linked Shunt-Cannon (24” Heavy 4, str6 ap4, pinning) = free
May take one additional weapon from the following:
Mining Laser = 15 pts
TL Shunt-Cannon = 20 pts
Corrosive Jet (torrent, Str5, ap4) = 15 pts
Elite: Toxin Squad: 3 models. May upgrade to 15
BS-3;WS-3;S-3;T-5;I-5;A-1;W-1;LD-8;SV 5+
Special Rules: Move through cover, Disease Aura
Wargear: Microbe Propellant. (Template, str -, ap 3, poisoned 3+)
Fast Attack: Ragres
BS-0;WS-5;S-4;T-5;I-5;A-2;W-2;LD-7;SV 5+
Unit type: Beasts
Special Rules: Diseas Aura, Fleet, Wild Animals
Wargear: Claws and Teeth
Heavy: MechaCrane
BS-3;F-14,S-13,R-10
Heavy Tank,
Wargear: Seismic Cannon, Digging Claws, Shunt-Cannon sponsons
Transport capacity: none
Seismic Cannon: 48” str 9 ap2 Ordnance 2. Alternatively, this cannon may be fired at area terrain within 48” and in LOS. If hit, the terrain is treated as dangerous terrain as it is slowly leveled and flattened out. Each model inside must immedietly take a dangerous terrain check at -1. At the beginning of the following turn’s shooting phase roll a d6. on a 3+ the terrain piece is removed from play and each model inside the area terrain suffers a str 8 ap- hit.
Digging Claws: These claws may be used to fortify the crane in place. The crane may spend 1 full shooting phase digging in to position. During this phase no weapons may be fired. On every turn in which the Crane remains dug in, its BS is increased +1 and it receives a 5+ cover save.
Cool, but why do Hrud get a base Toughness of 5?!?
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.