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View Full Version : The Xenos Variety Challenge!!



Hellebore
12-02-2007, 15:37
Here is the deal:

Many of us complain extensively about the favouritism GW has for marines, and the ridiculous amount of codicies produced for them. We have argued that there is just as much variety amongst every other army, it's simply the popularity of marines and GWs insistence on pushing them that has meant they have so many codicies.

So, rather than continue to **** and moan about it, I want anyone who is up to the challenge to throw out their own xenos variety armies.

These could be ork mekaniaks, an all flying nid strain, an entire howling banshee shrine list etc etc.

I want to show that it is just as easy and feasable to produce as much or MORE codex variety within other armies as it is with marines.

As an example here is an army composition of the Striking Scorpion Temple of biel tann:

HQ
Shrine Lord
These are the oldest and most revered exarchs in the temple, on their way to becoming phoenix lords

Elites
Shrine Guard
The most promising scorpions who have succumbed to the call of war lead by the deadliest of their number. A unit of exarchs.

The Scorpion blades
Only a rare few scorpions have the aptitude for this way of war. Each replaces their chainsword and shuriken pistol with a chainglaive, a two handed weapon that increases the wielder's S by +2 and is a HCCW.

Troops
Scorpion squads

Fast Attack
The way of silence
Scorpions that specialise in stalking their foe, and using silent arts to kill them. Scorpion unit with infiltrate. The exarch may take the "shadow hunter" exarch power. The unit may always infiltrate and may deploy more than 12" away even if in line of sight of the enemy.


Heavy Support
Scorpion wraithlord
Wields two wraithblades and mounts two shuriken catapults. The head mounts a massive scorpion's bite, that counts as plasma grenades and adds +1 attack.

Falcon


The idea is to show that you can 'space marine' ify ANY army or faction of an army if you try, so long as it stays within the concepts of the original.

NOTE: This is no way a thread for making army lists and designing units etc (we can do that in the rules forum if people want to) it is here purely to show the feasability of muilticodex xenos armies. The list doesn't have to be balanced or anything, merely show a THEME that deserves its own codex.

FIRE AWAY!!!

Hellebore

lord_blackfang
12-02-2007, 15:42
I want to show that it is just as easy and feasable to produce as much or MORE codex variety within other armies as it is with marines.


Of course it is. You could easily make every Craftworld, Klan or Hive Fleet look and play completely differently. In fact, loyalist SM as a whole are amongst the least varied of all 40k armies, fluffwise.

Captain Micha
12-02-2007, 15:45
Xeno using Tau.


Real vespid. (I refuse to believe anything that sucks so hard could be a viable species)

Human Helpers

Kroot mercenaries list.

Hellebore
12-02-2007, 15:51
Of course it is. You could easily make every Craftworld, Klan or Hive Fleet look and play completely differently. In fact, loyalist SM as a whole are amongst the least varied of all 40k armies, fluffwise.

I know that, you know that, but actions speak louder than words. Put this into action and PROVE it's true.:)

If there has ever been an idea that you thought was cool and should be voiced, put it in here. Every marine chapter is simply a basic marine template with extra shiny bits based on background written for them, do the same for other things.

@Captain Micha: an all vespid list! Excellent! Elaborate! ;)

Hellebore

bratbag
12-02-2007, 15:53
/me laughs

REAL ork Klan lists?

Badmoons

Goffs

Evil Sunz

Death skulls

Blood Axes

And then the others?

Ork Armoured company (dey have dem too)

Ork Pirates

Ork Mercenaries

Rebel Grot

lord_blackfang
12-02-2007, 15:56
Dibs on the Ork Armoured Company list!

Captain Micha
12-02-2007, 15:57
I was thinking just an update to the maligned vespid as part of a larger xeno tau list.

I would like to see more variation with the variant of human helpers that are not even legal... like showing that they still have tanks and what not... they are allowed after all to make things as sophisticated as lascannons, you can't tell me that a tank is any more sophisticated.

Acolyte of Bli'l'ab
12-02-2007, 15:57
C'tan specific Necron armies would rock my metallic rusty socks.

Hellebore
12-02-2007, 15:57
/me laughs

REAL ork Klan lists?

Badmoons

Goffs

Evil Sunz

Death skulls

Blood Axes

And then the others?

Ork Armoured company (dey have dem too)

Ork Pirates

Ork Mercenaries

Rebel Grot


there you go! But, rather than just additional modifications to the ork list, make these UNIQUE (or at least Dark Angels unique) enough to be their own codex.

REBEL GROTZ!! I am already doing this army (having to use the ork list though) With my ninja grot (the Revolutionary Komittee's assassin) in charge.:cool:

Keep them coming! Viva la revolution! viva la Xenos! I don't care how unlikely/feasable the list is, so long as it fits into the 40k universe and is believable, put it in!!!!!




Hellebore

don_mondo
12-02-2007, 16:03
Lizardman Imperial Guard..................

Haroith
12-02-2007, 16:03
how about SpeedFreaks?

Captain Micha
12-02-2007, 16:06
Acolyte have any ideas how such a list would work?

Mobiboros
12-02-2007, 16:07
C'tan specific Necron armies would rock my metallic rusty socks.

A friend of mine and I were toying around with this idea. And it was even touched upon in several necron threads here. Needless to say everyone always seems enthused by the idea of C'Tan themed Necron armies (Similar to how the fantasy undead are broken up into Vampires and Egyptian).

It would necessitate a few new units as well as new wargear to really make the fluff fun though. You'd need "Liche" and "Necromancer" type units.

Captain Micha
12-02-2007, 16:11
how about something with a res orb built in? nothing screams necromancy like even better raising of the dead!

Hellebore
12-02-2007, 16:17
Well, we know that the dragon had necrons different to the others, as his command of technology/reality was unparrelleled.

Ergo, it would follow that each c'tan had necrons that were slightly different to the others, based on their whims and abilities.

So, the nightbringer may have more flayed ones/ stronger warriors for killing things. His machines would be all about shredding the enemy in hideous ways (so perhaps giant tomb scorpions with talos-esque shredding innards).

The deceiver would have lots of teleporting/deep striking and quick sneaky units for 'deceiving' the enemy.

Perhaps units of infiltrators ala T800 style, powerful mini lords that appear like callidus assassins within the enemies ranks.

The outsider's necrons would probably be completely screwed up, perhaps even with a random movement value and random attacks (like necron archoflagellants) because they are shallow reflections of their lord. They could have wierd psychological affects on the enemy, because of their schizophrenic nature.

Etc etc

Plenty of options, and each c'tan has a completely different 'style'.

Hellebore

lord_blackfang
12-02-2007, 16:18
Ok, 'ere we go!

ORK ARMOURED COMPANY

HQ
Warboss
Must have one of the following options:
- May ride a warbike (and have a retinue of Nob Warbikers if desired)
- May buy one of the following vehicles as his personal transport: Buggy, Gunwagon, Looted Vehicle. The Warboss and his attendant grots and squigs may use the vehicle as if it had a transport capacity.
- May have a Nob retinue. In this case he must also buy a Trukk, Battlewagon or Looted Vehicle with sufficient transport capacity to carry the entire unit.

Big Mek (including a 3-wound version)
- Same transport options as Warboss
- May also ride a Deth Kopta or Speedsta Buggy
- Mekboy retinue instead of Nob retinue
- Rules for improving a vehicle he is in somehow

ELITES
Mek
- Same transport options as Big Mek, no retinue
- Rules for improving a vehicle he is in somehow

'Ard Boys, Skar Boys, Flash Gits, Lootas, Cyborks, etc
- Must have a Trukk or Battlewagon transport

TROOPS
Gunwagon
- Loads of weapon and upgrade options
- if an ordnance weapon is taken, move to Heavy Support

Buggy Squadron
3-5 models
-Loads of weapon and upgrade options

Killa Kan Mobs

Dreadnoughts

FAST ATTACK
Stormboys

Warbikes
- upgrade to Outriders
- upgrade to Deth Koptas

Trukk Boys

HEAVY SUPPORT
Gunwagon with ordnance

Looted vehicles
- 1 per Big Mek (in addition to transports for characters)

Ammedie
12-02-2007, 16:21
what about

Hurad

a proper cultist list for cluts of chaos and genastealers. what about enslavers? they could use there powers of controle to 'rase the dead' id love to see some more gibberly things like that

Hellebore
12-02-2007, 16:22
BWAHAHAHAHAHAHAHAHAHAHAHA!!! FEEL THE POWER!! :skull:

We will drown the space marines in a plethora of codicies:

CODEX MARINE EXTERMINATUS!!!

No one can compete with the combined variety of all the xenos!!

(oh, and guardsmen, feel free to put up regimental codicies too!).


And no, I'm not high/inebriated/sanity challenged (well, perhaps the last one).

Hellebore

RampagingRavener
12-02-2007, 16:25
Ooh, let's have a shot at this. Dark Eldar Haemonculi covens.

HQ:
--Master Haemonculus.
Like Urien Rakharth (and yes, I've probably spelt that wrong), but with wargear options. May take retinues of Uber Grotesques and up to three Haemonculi servants who act like Inquistor Acolytes (small wargear allowance, you can palm a wound off into them).

--Haemonculi.
As codex. Each Haemonculus can take a retinue of Grotesques as well as one or two Haemonculi servants.

Elites:
--Uber Grotesques.
Same as the Master Haemonculus' retinue. May include a single Haemonculi Servant to act as a squad leader and negate the Stupid rule.
--DE Warriors.

Troops:
--Grotesques.
Like the Uber Grotesques, they can take a Haemonculi Servant.
--Slave Units.
Squads of 10-30 Slaves herded forwards by Hemonculi Servents. Like Ork grotz, but with Imperial Gaurd stats and without guns. Possibly upgrade them to Ork Slaves for +1 WS and T

Fast Attack:
--Raider Squads.

Heavy Support:
--Talos.
--Krashnerak.
A huge monster created by fusing dozens of creatures together. Probably a Monsterous Creature with fleet. Ruleswise would be halfway between a Talos and a Carnifex, but a bit speedier. High points cost though.
--Slave Wraithlord.
Wraithlord stats and options, but with a random number of attacks and a something similar to the Blood Rage/Fire Frenzy rules for Chaos Dreads. Dunno about the fluff validity of this, but it seemed pretty cool.

Hellebore
12-02-2007, 16:28
MORE, MORE I SAY!!!!!

I can feel the power!

Feed my ascen...er that's it, show that the xenos can give as good as the marines!

Lord Blackfang, love the armoured company.
Rampaging Ravenor, great haemonculi. Like an army of cenobites from Hellraiser :evilgrin:

Hellebore

Acolyte of Bli'l'ab
12-02-2007, 16:30
Acolyte have any ideas how such a list would work?

Sorta, but just basic ideas :) The dragons 'crons were suppose to be way more powerful and have lightning style weapons..so I kind of dug into both Lovecraftian mythology as well as the video-game Quake for inspiration...

Dragon Necrons :

HQ :
Dragon Lord + Nova Staff and Lightning Orb*

Troops :
Necron Shamblers + Lightning-Gun

Heavy Support :
Storm Destroyers
Obelisks

Elites :
Thunder Guardians + Thunder-Claw

Fast Attack :
Void Scarabs + Attach to tanks and explode & forms Dragon Lords personal defence.

*The idea I had would be that the lightning orb doesnt resurrect troops, but it feeds a mass of energy into the troops making them far more powerful. Kind of like a power-boost.

Would probably use more heavy support choices too. Perhaps a monolith variant of some kind. Dragon Necrons I think should have a subtle reptlilian look to them and also be surging with blue-lightning style energy rather than gauss.

The idea I had would be to split the necron army in two : "Military" and "Harvesters", the current range representing the harvestes and the above range representing the military.

Captain Micha
12-02-2007, 16:38
I like this... tell me more

Acolyte of Bli'l'ab
12-02-2007, 16:42
So, the nightbringer may have more flayed ones/ stronger warriors for killing things. His machines would be all about shredding the enemy in hideous ways (so perhaps giant tomb scorpions with talos-esque shredding innards).

The deceiver would have lots of teleporting/deep striking and quick sneaky units for 'deceiving' the enemy.

Perhaps units of infiltrators ala T800 style, powerful mini lords that appear like callidus assassins within the enemies ranks.

The outsider's necrons would probably be completely screwed up, perhaps even with a random movement value and random attacks (like necron archoflagellants) because they are shallow reflections of their lord. They could have wierd psychological affects on the enemy, because of their schizophrenic nature.



I completely agree with this, same line of thought as me. Nightbringer armies would be fun to model, lots of blood on them. Shrredding machines would be awesome, like Destroyers with jagged rotating blades at the front. It would work as a great brutal close-combat army. Variants of Wraiths could work too. Something like this I could see being quite popular and sell well too.

As for the Outsider, I always thought he shouldnt have necrons as we know them, but more like "pure" robotic constructs ; Necron Androids. Afterall he doesnt seem like the kind of C'tan to have many true necron servants and it would make him different. I always thought something as powerful as his Dyson Sphere would have many kinds of drones and maintenance machines ect. It would give the necrons a more "pure" robotic army which I feel they need.

'Perhaps units of infiltrators ala T800 style, powerful mini lords that appear like callidus assassins within the enemies ranks.'

You mean the T1000 ? the liquid metal guy right ? because living-metal Infiltrators would be great. Would suit the Deceiver perfectly.

Hellebore
12-02-2007, 16:51
The deceiver's necrons:

HQ
Deceiver lord
Increased I, lower T. Built in phase shifter. May move d3 units at set up.

Elites
1-3 as single choice: Infiltrators
(necron warrior with W2, A2 staff of light) deep strike ala callidus

Troops
warriors +1 I. Equipped wih gauss carbine (shorter ranged multifiring weapon) and may upgrade to have a shadow veil (makes it hard to see the unit, by either nightfight, or a cover save etc).

Fast Attack
Ghosthunters
Wraiths that deep strike onto the table.

Light destroyers
Equipped with gauss blaster. have scouts rule

Heavy support
1-3 phase nodes

deepstriking immobile vehicles with flux arcs that can teleport units like a monolith.


Lord upgrades that act simliar to the harlequin veil of tears, and increase unit size for outnumbering (ghostly apparitions that trick the enemy into thinking there are more necrons than there are).

Hellebore

RampagingRavener
12-02-2007, 16:51
I love it. You love it.

It's the Genestealer Cult.

HQ:
--0-1 Patriarch.
A 3-wound genestealer, but with Psychic Powers of a Zoanthrope and a retinue of Purestrains.
--0-1 Genstealer Magos.
Weak statline, but hella powerful psychic powers. Some from the Tyranid list, some new ones. Can take a retinue of Purestrains or Cult Veterans.
--Hybrid Leader.
Generic fighty character, probably similar to a IG Officer of some kind. Can take a retinue of Cult Veterans.

Elites:
--Purestrains.
Good old fashioned Genestealers. Just straight from Codex: Tyranids. Add a special rule similar to the DE rule for capturing slaves, any opponent who flees in combat and is run down by persuing Genestealers is considered to be infected by the 'Stealer virus and gives the Cult player one or two VP's per model.
--Cult Veterans.
Similar to IG Hardened Veterans.
--0-1 Lictors.
They come down at about the same time the Cult plays its hand, so I wouldn't be suprised if there are a few Liccies lurking around even if they're not directly affiliated with the Cult.

Troops:
--Cultist/Brood Brothers.
Think L&TD Traitors.
--Hybrids.
Think L&TD Mutants.
--Angry Mob
Civilians who are under the thrall of the Cult, but arn't armed. Probably like Grotz, really.

Fast Attack:
--Cult Bikers/Cavelry.
--Sentinals.
--Hellhound.

Heavy Support:
--Leman Russ.
--Basalisk.
--Heavy Weapon Teams.

HalfEvil333
12-02-2007, 16:55
We need a pirate list. Lead by a Rogue Trader or Eldar pirate lord, filled with Freebootaz, Imperial pirates, Eldar pirates, and random aliens.

EDIT: Although that wouldn't really be a variancy list, as something completely different. In truth, I really can't think of anything in the terms of a variancy list. This is so much easier when I can make it up as I go, rather than work within limits. :(

Hellebore
12-02-2007, 17:06
We need a pirate list. Lead by a Rogue Trader or Eldar pirate lord, filled with Freebootaz, Imperial pirates, Eldar pirates, and random aliens.

EDIT: Although that wouldn't really be a variancy list, as something completely different. In truth, I really can't think of anything in the terms of a variancy list. This is so much easier when I can make it up as I go, rather than work within limits. :(

Well make it!

Everything is welcome in this thread - EXCEPT SPACE MARINES!!

I'm burning my power armour in the street for equality for xenos!;)

Hellebore

giner
12-02-2007, 17:08
I don't collect 'crons but i think a fast type list would be fun and that is most like Deciever(sp?)

Deciever list

General Special rule- disorientate all models wishing to shoot/assault a 'cron in this list has to pass a leadership test or can't shoot/assault this turn

HQ
Deciever lord not quite as tough as a normal lord but faster and possibly option to upgrade to wraith body. Psychological weapons more viel of shadow style items

Elites
T1000 style 'mini lords' as suggested elsewhere

Edit: Took ages posting so hellebore got their first

Troops
Warriors: Slightly weaker than standard 'crons but with assualt weapons and teleport stuff

Fast attack
Wraiths give tham slashing attacks like screamers in fantasy

Heavy Support
Vehicle that work like wealer monoliths but faster

It is obviously very basic so anyone please make improvement as you see fit:chrome:

HalfEvil333
12-02-2007, 17:12
Alright, it'll take me a day, but the run down should be:

HQ:
Eldar Pirate Lord
Rogue Trader
Cool Alien Character or 2

Elites:
More cool aliens

Troops:
Eldar Pirates
Human Pirates
Freebootaz

Fast Attack:
Pirate Eldar Jetbikes
Even more cool aliens

Heavy Support:
Eldar Tank
Imperial Tank
Of course, MORE cool aliens

This gives me a chance to use those several alien units that have been building up... *laughs maniacally for no logical reason*

Vaktathi
12-02-2007, 17:17
/me laughs

Ork Armoured company (dey have dem too)

Ork Pirates

Rebel Grot


An Ork AC would be made of Win and Awesome. I could see a whole lot of "oops sorry mate" rules and the like to go along with it, but it would still be one of the most interesting armies out there. Ork Pirates would be very cool as well (I keep imagining the Flash Git with the pirate coat from the 2nd ed Codex)

Rebel Grot would be funny, like IG, just taken to a further extreme.

Reabe
12-02-2007, 17:20
I'd suggest, for the Rogue Trader list, some sort of Astropath-like HQ choice, Zoat-like creatures for Elite and wasn't there an image of a collection of aliens GW was going to do? There was a Necron and a Kroot on it, but also something big and hulking behind them and some sort of upright Jelly Fish next to them. Maybe those could give some ideas.

azimaith
12-02-2007, 17:24
Deff Wing:
Ork Looted Drop Pod Army

Special Rules:
Unreliable: All ork vehicles dropped form orbit, including droppaz and poundaz are prone to damage. On the turn this vehicle enters play roll a
D6. If you roll a 1 roll on the "Mishap" table. Every turn thereafter they make tests like looted vehicles for break down.

Droppaz: Warlord Gazgkhulls use of meteors to crush armageddons defenses did not go unnoticed. Many ork warbosses with hulks have

adapted the technology to smaller rokz known as "Droppaz" which are unceremonously shoved from the back of Ork Space Hulks by tethered grot crewmen or fired from kannons into a planets gravity well.

Droppaz have stats and rules equivalent to a drop pod with a few changes. Droppaz may hold 8 Orkz or 4 Mega armoured orkz. It may carry 1 vehicle instead of either. (Models in Mega Armour take 2 spaces rather than 1)
1: Droppaz do not mount a storm bolter or any other type of weaponry besides the vehicle itself.

2: Droppaz do not stop within 1" of enemy models but they do within 1" of impassable terrain. Models must make room around the droppa and for the exiting squad as the burning rock smashes into the ground sending everyone flying and dodging shards of melting debris. If it is a Blast Droppa they make room after hits have been determined.

3: Droppaz may be upgraded with to a "Blast Droppa" to pave the way for orks inside. When a Blast Droppa is prepared, several hundred pounds of directional explosives are attached to the sides and bottom of the vehicle which detonate as it impacts the ground. When a Blast Droppa lands every unit under or within 3" of the vehicle takes a single S4 AP- hit that causes pinning.

4: Some orkz prefer "Launcha Droppaz" to get into the fight faster. Launcha Droppaz fire their occupants from the Droppa just before it hits the ground via ejection seats or some other means. Roll a D6 and a scatter dice using the center of the Launcha Droppa as the original point and scatter the models. The models that land in the Launcha Droppa are merely placed as close to the point as possible. If any model lands within 1" of an enemy model they are destroyed, presumably gunned down or otherwise killed as they recovered. This may not be combined with Blast Droppaz. Models that are launched do not count as disembarking from a vehicle (thus may assault)

Droppa Mishaps:
1: Retro Rockets fire early! The Droppa'z retro rockets/boosters/propellers/grots with fans fire too soon. The Droppa scatters again after its location has been determined in the same manner. Do no roll on the mishaps table again.

2: Retro Rockets Fail!! The droppa slams into the ground with terminal force! Make a dangerous terrain check for every ork but allowing normal armour saves.

3: Retro Rockets Fire again! After the droppa slams into the ground its retrorockets fire a second time blasting it in a new direction! Roll 2D6 and a scatter die. Make a tank shock against any and all troops it passes through. No death or glory attempts allowed, the rock is moving far too fast. If the rock hits a vehicle with a higher frontal AV or impassable terrain it stops.

4-5 Shaken Up: The Droppa has endured a bone crushing landing and everyone inside is flung all over. Make a leadership test, if passed they may disembark as normal. If they fail they may not disembark this turn. If the vehicle has Launchaz roll scatter and D6 as normal and then force them to make a leadership test. If they fail they are pinned, if not they may act as normal.

6: Upside down! Some lazy grot rigga made a mistake and put the retro's on backward! The vehicle slams into the ground at terminal velocity. Make a Dangerous terrain check for all orkz aboard but allow armour saves. If the vehicle has Launchas make a *second* dangerous terrain check they are Launched from their strapped in seat into the top of the Droppa! Armour saves allowed on this check as well.

Pounda Mishaps:
1: Too much Dakka! The pounda has been overloaded with explosives! Improve the AP and Strength of the attack by 1 (S5 AP6 becomes S6 AP5.) The Pounda is immediately vaporized and thus can not be used for cover. If this is squigs double the number of Squigs within the Pounda but each squig takes a S4 hit with armor saves allowed.

2-4: Phhhht: Some runty git forget to put in the fuse! The pounda does not explode... for the moment. Land it like a droppa but each turn roll a D6. On a roll of a 6 it spontaneously explodes releasing its effects on anyone who happens to be nearby! Use the Blast Droppa upgrade to determine who is hit but replace its damage statistics with the statistics of the loaded weapon. Squigs mounted in a pounda are simply released and may move and assault as if disembarking from a stationary transport.

5: Lazy Loader: This Pounda wasn't loaded to full bear thanks to some slovenly loading. Worsen the Strength and AP of the pounda or half the number of squigs. Thus S5 AP6 becomes S4 AP-.

6: Out of Control! The pounda spirals and spins wildly in the air! Roll its scatter and 2D6 again and detonate it over the new area affecting everyone underneath it.

*Note* There is no requirement to point out which load out is in which pounda. Write down what is in each on a scrap of paper and fold it up with the Pounda.

Poundaz:
A crazed Mekaniak's dream, Poundaz are the weaponized variant of the Droppa. Poundaz generally are packed with explosives, starving squigs, or something even less subtle which detonate over the ground showering everyone below with its lethal payload.

Poundaz follow rules for drop pods but they do not stop from within 1" of enemy models. May carry 1-10 squigs (unless mishapped)
1: When you buy a pounda you must choose a payload.
Frag: S5 AP6, Burna Fuel: S5 AP4, No cover saves, Squigs: Explained Below.

2: Scatter a pounda like normal and roll on the mishap table if necessary.

3: Place a large blast template under the poundas destined location and apply its affects to any models below as a normal blast This causes pinning. If you are using squigs refer below.

4: Sometimes poundaz are loaded with ravenous squiggly beasts ready to leap out and tear apart any foe. Squigs may be purchased as normal from the FOC and loaded into a Pounda. Once it detones place the squig in a coencentric circle around the a single model under the center point of the Pounda. If this happens to be over an enemy squad the squigs count as charging them and enemy models must make way for the squigs so that all can be engaged at the point where they drop. All squigs dropped from a pounda take dangerous terrain checks for falling from the Sky but a roll of 1-2 causes a wound rather than one due to the violent nature of the drop.

5:Not even a grot would be stupid enough to ride in a cramped space with half a dozen ravening squigs! The squigs are uncontrolled are will move directly toward the nearest unit 6" (rolling for difficult terrain) and assault the closest squad, friendly of foe.

Special Units:
HQ: Drop Warboss:
May be mounted in a Droppa. If he wears mega armour he may re-roll one reserves check a turn.

Deff' Wing Termynata Retinue: 1-3 Nobz in mega armour may accompany the warboss.
Ride in whatever transport the Boss Rides in.

Elites: Deff' Wing Termynataz
Skarboyz in Mega armour, 1-4 in a squad.
May be mounted in a Droppa.

Troopz:
Drop Shootaz: May be mounted in a Droppa. 1-20.
Drop Shootaz Squads may under 8 strong may carry 1 extra heavy weapon. Drop shootaz in squads under 9 strong must have a nob.

Drop Sluggaz: May be mounted in a Droppa. 1-20 Drop Choppaz squads under 8 strong may have a nob for half price.

Squigz: WS4+S4 over normal attack squigs. May charge 12" 1-10
Squigz must be mounted in a Pounda as no grot is willing to herd such a vicious breed.

You must have one squad of shootaz or Choppaz for each squig squad.

Fast Attack:
Drop Trakk: Drop Trakks may be mounted in a Droppa. Identical rule book stats.

Deth Koptaz:1-5 models.
Deth Koptaz gain deep strike. Otherwise remain identical to the Speed Freeks List.

Heavy Support:
Drop Bustaz:1-8 tank bustaz.
Tank Busta Droppaz with the Blasta upgrade have a S6 AP4 blast but cost double the price. This blast rolls 1D6X2 for armour penetration on vehicles. If it lands on a vehicle it simply moves to one side after delivering th blast.

Battle Rok:
AV14 Immobile Vehicle:
A battle rok may have 1-3 big gunz mounted on it. It is considered to see over all models on the battlefield thanks to its incredible size and height. Do not roll on the mishap table for this vehicle.

Battle Rok's can not be shaken or stunned and may deep strike regardless of the mission. Models under the Battle Rok must move out of the way the minimum distance. The vehicle itself however is so power hungry that only one some parts may be used at one time. Roll a D6, this indicates how many weapons may be used that turn.

The Battle Rok may be armed with up to 5 big shootaz, rokkits, or skorchaz in addition to its big gunz. If a battle rok is destroyed all orkz must take a morale test or become pinned. The Battle Rok is more than simply a command post, it is an icon of the Waaagh and their warbosses might, its destruction sends their forces into disarray.

Pounda: As above.

Vet.Sister
12-02-2007, 18:01
I always wanted to convert up an all flying tyranid army....

HQ- Hive Tyrant w/wings, access to regular options
Elite- Warriors w/wings, access to regular options
Troops- Ripper swarms w/wings, access to regular options
- Hormagaunts w/wings, access to regular options
Fast- Termigaunts w/wings, access to regular options
Heavy- Spore Mine Clusters

*note- as much fun as a flying Carnifex sounds.... I really wouldn't expect anyone to play against it.....:eek:

Captain Micha
12-02-2007, 18:03
FLYING FEXES OMG CHEESE CHEESE CHEESE" is what they would scream. I would be laughing at the hilarity of it all. I mean come on. Its a flying fex. How is that NOT awesome. plus you could make it balanced if you paid enough for it.

Bregalad
12-02-2007, 18:05
I can paint my Tau blue and have Ultra-Tau.
I can paint my Tau red and have Blood Tau.
I can paint my Tau yellow and have Tau Empire Fists.
I can paint my Tau black with a Scorpion on their shoulder and have Scorpion Tau.
I can give my Tau wolf skins and have Tau Wolves.
I can give my Tau cloaks and have Dark Tau.
I can paint my Tau white and have Deathwing Tau.
I can give my Tau lots of Piranhas and have Ravenwing Tau.
I can give my Tau loin cloths and funny crosses and have Tau Templars.
...
;)

Captain Micha
12-02-2007, 18:11
*falls out of the chair*Owwwww.. *laughs more as I read more of it* bre, that is awesome. The world needs Ultra Tau.... Blood Tau... (Or berzerker Tau... that would be equally hilarious... ws2 units trying to frenzy lol)

but yea I can see this working.....

Rlyehable
12-02-2007, 18:20
I did a Tau Special Forces (http://www.cygnusx1.info/tau/sf/) list.

Mobiboros
12-02-2007, 18:49
Just some quick ideas a friend of mine and I tossed around.

Nightbringer Necron:

HQ:
Lord:
Default Weapon: Pariah Style Warscythe (built in blaster)
Built in Effects:
-Gaze of Flame
-Nightmare Shroud (Can be used instead of shooting)

Lords Retinue: 3-9 Pariahs (Can be teleported around with Lord)

Elites:
Immortals

Vessel: Basically a high-priestly type.
Has 2 of 3 powers from below:
-Built in Res Orb
-Ability to allow units with Necron ability to fleet instead of shoot.
-Ability to allow an additional +1A on the charge for a unit that didn't shoot (or fleet) that turn.

Troops:
Warriors
Flayed-Ones

Fast Attack:
Destroyers
Wraiths (-1S, but gain rending)
Scarabs
Heavy Destroyers

Heavy Support:
Monolith
Obelisks (Unit of 1-3, deepstrike only, once placed they can no longer move, gauss flux arc, AR: 12 Living Metal)
Huntsmen (Unit of 1-2, Skimmer, AR: 11 living Metal, 2 twin linked particle projectors, Twin Linked Heavy Gauss Cannon, Dimensional Marker (Works like a Tau markerlight))
Tomb Spyders

Weregerbil
12-02-2007, 19:01
A loxal(spelling?) list, an inchubi list and a proper kroot list.

Eldarin Hope
12-02-2007, 19:41
The Exodites are just sitting round waiting to be done, lest we forget

Gutlord Grom
12-02-2007, 19:54
Not a variant list, but an idea for an army..... of spore creatures...made of spores.

Val 'chek

HQ
Val' Chek Ancient (relative)
Basically a bigger stronger Val'chek. Generally massive, their bodies are armoured with dead spoors.Generally the worst sign of a Val' chek infestation.

Elites

Infested Creatures
Anything ork, Space Marine, human, Tau, Eldar etc. infected with Val'chek spores, but haven't comletely transformed into Val'chek warriors. Still have all their weapons and armor.

Val'chek Spore swarms

A flyinmg intelligent form of spores that infect infantry and tanks into doing crazy things, or infecting them to become Val' chek themselves

Troops

Val' chek Warriors
Infected forms that have completed their change into pure Val' cheks.

Val' Chek Creepers
Infected forms that have not completly formed into the Val' chek warrior form but have left the infected "normal stage'. Slow moving blobs of semi formed limbs and mouths that melts anything it touches.

Fast Attack

Val 'chek Flyers
A form of warrior that has devoloped "wings" to let them fly short distances.

Heavy Support
Val' Chek Titan
A very large Val 'Chek standing five meters tall that is the result of several dozen Creepers forming together into one beast.

Infected Tank
Any tank crew that has been infected with Val' chek spores, but hasn't become a Creeper yet.

Spoor Hive
An immobile 'vehicle' that creates spore Swarms

jfrazell
12-02-2007, 20:07
We’re including all types of non-MEQ options here.
-Necron rebellion lists

-Full vespid lists

-Codex Merc. The full run-humans, Orks, Kroot, vespid, even Tau. Would have “base xenos lists” with add on options depending on the xenos list.

-Codex Manifest Destiny – non-Imperium human empires in the year 40K

-Codex Adeptus Mechanicus-lets get freaky with all kinds of really strange technology.

-Codex Southern Fringe: potential compendium of different smaller lists, similar to the kroot mercs list.

-Codex Pan-Fo. Who knows what about the awesome Pan Fo will be reviled!

-Codex fiends of the warp. Demonically based armies

-Codex Scum. Traitors, cults, Sons of Sek all the famous chaotic historical minions of the Sabbat Crusade.

Kyrolon
12-02-2007, 20:16
Okay, here's my thought for a Pirate List. It's pure Eldar pirate as I cannot see even Eldar Pirate captains allowing you foul lesser races on his ship :D
It works on the assumption that the Pirate Lord could only occasionally call on a few friends still back on the craftworld for support, hence they could not support a propensity of large vehicles or aspect warriors. Here we go then.

HQ

Pirate Lord: Similar to Autarch in skills etc, especially since the prototypical Pirate (Yriel) is now classed as such.

Fallen Seer: Exiled Farseer - perhaps with different powers from his CE cousin (had to be exiled for something)

Master Pathfinder: An upgraded HQ version of a pathfinder who leads the fleets "away teams"

Elites

Boarding Parties: Basic Guardian stats, but with 4+ armor save to represent heavier armor worn for close in boarding actions. These squads would be 5-10 in size and be equipped otherwise like either Storm Guardians or Guardian Defenders without HW platforms. In either case they would be allowed 2 of the following: Flamer, Death Spinner, Webber (need to make new stats for this, and notice no Fusion guns-boarding parties wouldn't want to blow a hole in the ship)

Harlequins: I can see Harlies travelling with a pirate Lord on occasion.

Elite raiders: Guardians with normal guardian armor, but improved WS/BS like the old black guardians.


Troops

Guardian(Pirate crew) Squads: Representing extra raiding parties made up from the crews of the ship. These would have all the standard options of normal CE guardians.

Rangers/Pathfinders: These guys would readily hitch a ride with the Pirates to go see the galaxy.


Fast Attack

Pirate Jet Bikers: As Guardian jetbike squad

Vyper Squadrons: As CE list

Pirate Zero Gee troops: Eldar wearing fully enclosed (4+) armor with jump packs (grav driven) used in space for crossing short distances in vacuum. Equipped as the boarding troops above, but also able to take fusion guns and or pistols (for cutting into the enemy's hull), and possibly demo charges for sabotaging enemy ships.

Assault War Walkers: Think Sentinel with lifter arm -- normally used to move ordinance around the ships launch bays or cargo holds-- equipped with a flamer and or fusion gun plus one or two Dreadnought CCW


Heavy Support

Indirect weapon platforms: As C:CE Dcannons, Vibrocannons, and Shadow Weavers

Orbital Bombardment and or Air Strikes: What you thought the ship wouldn't assist in ground combat? :D

Heavy weapon platforms: Dismounted ships weapons a la 17th and 18th cent pirates. Units of 1-3 platforms each with a Pulse Laser or Prism Cannon. All three must be the same.

War walkers: as C:CE list.

Transport

Grav Skiff: Vyper with no Heavy weapon turret that can carry up to six models. (this was already done as a conversion for the Citadel Journal Harlequin army years back)


Notes on use: The army would deploy from the ship by way of Vampire Raiders or prehaps have a Marine like Pod option.

Also like the Witch Hunter/Demon Hunters in the Imperial army the Eldar Pirates could be taken as allies for CE or DE and take them as allies in return. This based on the idea some pirates would be more Renegade than others.

Thoughts?

Hadhfang
12-02-2007, 20:21
how about something with a res orb built in? nothing screams necromancy like even better raising of the dead!

How does using a res orb make it a "variation"?

Captain Micha
12-02-2007, 21:29
its built in. like a lord with it for 'free' that does not count against his wargear or something

Hadhfang
12-02-2007, 21:34
Wouldn't that make them even more overpowered?

Captain Micha
12-02-2007, 21:36
I said 'free' ie the lord costs like 140 instead.. (10 pts higher than if it were wargear) and how do you figure crons are over powered?

we have the worst rule of all 40k dome.. phase out.... can't really make loads and loads of new lists because if we lose 3/4s of the army bam. phase out. and with as expensive as most of the units in the codex are that is a difficult thing to avoid and have the list be significantly different than another

Hadhfang
12-02-2007, 21:40
though they would be able to take more wargear.

It may just be that all my necron opponents are dead jammy, but that WBB roll is the most annoying rule ever thought up, that and their basic gun takes out vehicles. Their basic troop is a marine with knobs on (barring the initiative)

Captain Micha
12-02-2007, 21:43
yeah... but pt cost becomes a very large deterrent... aside from that maybe you can only take certain wargear for that said lord not all of it.

*L* it can be nice.. but it can screw ya too... really sucks when your crons are large enough squads that they survive close combat pass the leadership test and then they make wbb... nothing says annoying like dying twice. without number is technically in my opinion the better rule (the only rule really similar when you think about how it functions).

Crons are pretty easy to beat on average once you figure out how to down 40 warriors.

vehicles in this game are too easy to down in general if its not a skimmer

Vet.Sister
12-02-2007, 22:20
FLYING FEXES OMG CHEESE CHEESE CHEESE" is what they would scream. I would be laughing at the hilarity of it all. I mean come on. Its a flying fex. How is that NOT awesome. plus you could make it balanced if you paid enough for it.

paid enuf points??? what? like the equivalent of a land raider?:confused:
I really just can't see anyone willing to play against it.... I mean the Khornie D.Prince already gets enuf flak.....

Although I'd LOVE to surrond old Khornie with 3 flying carnifexes! yeah baby!!!

Kriegsherr
12-02-2007, 22:30
has someone already brought up the predator-like stealthy firewarrior army?

More and bigger suits using stealth fields, scouts without a fish but with stealth fields and infiltration, infiltrating firewarriors, light to medium vehicles with stealth fields.

This is what I would do with Tau :)

Charax
12-02-2007, 22:42
Working on the Vespid list - don't expect it to be very good.

Bregalad
12-02-2007, 22:46
Be aware that the current "Kodex Kroot" is a full grown, 49 pages and 4th edition Codex, not just some mercenary addition to some other army. (see this thread for Kroot discussion: http://www.warseer.com/forums/showthread.php?t=67004 ) .

And you will find the 33 pages Codex Exodites here:
http://www.agisn.de/html/codex_exodites.html

MrBigMr
12-02-2007, 23:01
Codex: Farsight.
Lots of new, more CC oriented and salvaged gear for the Farsight Enclave. I liked the old Codexes +1WS +1I, since it fitted the fluff. Sure, Preferred Enemy: Orks says that they fight the Orks, but the fluff states that because they fight the Orks, they practise far more close combat than normal Fire Warriors. Now shouldn't that make you better at CC altogether? It's like you take a martial arts class every week, but you can only face people that practise the same style as you. Against others you're as crappy as always.
Also, slap in more stuff to the Enclave. So they can't have all the nice things of the Tau empire, then let them make their own. And give them more Kroot options to go with their more CC style.

As for Necrons, I don't know if they'd need a codex for each C'Tan, but even sometype of split would be nice. Like the basic codex Necrons and then 4 C'Tan armies with varied strong points and unit formations. Some might have some units more and some might have special abilities the other won't get. Etc.

Dakkagor
12-02-2007, 23:02
Codex Tau FAR (force appropriate responce)

Deploy from deepstrike with orbital support tau army.

HQ: crisis suit commanders
Elites: Experimental Frontline units (EFUs) full body prosthetic tau (Ala section 9 of ghost in the shell fame)
Troops: crisis suits, deepstriking tau firewarriors (can only take as many crisis suit slots as firewarrior slots)
Fast attack: stealth suits, drones, vespid,
Heavy support: orbital bombardment, drop podded broadsides, piranhas

Partisan Rimmo
12-02-2007, 23:45
*dances* This thread restores my joy for life!

Aside from the lovely lovely enslavers, here's my crazed vision.


Codex: Scum for Hire

This would need to be expanded on, and I'm too tired right now, but my core plan is this. In a similar way to Guard sqauds and combat sqauds, the basic troop choice consists of 2 Pirate Posses. A Pirate Posses costs 35 pts each and consists of: 1 Human with lasgun, 1 S4 T3, 1 S3 T4, 1 T4 S3 and one S3 T2 Creature. All armed with Imperial weapons with a few exceptions as special weapons. Think of it...

Hellebore
13-02-2007, 00:05
EXCELLENT!

We already have more variant lists in this thread than marine ones - we need MORE! MORE lists to DROWN the space marines in a sea of codicies!

So we can say NER NERNY NER NER! To them (and hide behind the huge wall of xenos codicies we have constructed).

Hellebore

junglesnake
13-02-2007, 00:10
I know that, you know that, but actions speak louder than words. Put this into action and PROVE it's true.:)

If there has ever been an idea that you thought was cool and should be voiced, put it in here. Every marine chapter is simply a basic marine template with extra shiny bits based on background written for them, do the same for other things.

@Captain Micha: an all vespid list! Excellent! Elaborate! ;)

Hellebore

Have you seen the new DA codex? If you have you will realise that your template theory only applies to the pattern of their armour and not the layout and use of their army.

No other army in the 40k universe can field an army of their elites or an army of their fast attack vehrcles (orks and eldar excepted).

Darloc
13-02-2007, 00:13
I am thinking of some demon enslaver cult for chaos. Like the DH but twisted by chaos to chase demons and enslave them to their will. Could be fun ;)

Hellebore
13-02-2007, 00:44
Have you seen the new DA codex? If you have you will realise that your template theory only applies to the pattern of their armour and not the layout and use of their army.

No other army in the 40k universe can field an army of their elites or an army of their fast attack vehrcles (orks and eldar excepted).

No other army EXCEPT TWO of them?;)

That is a VERY large chunk of the available protagonists.

The tau have whole mechanised regiments, and it isn't like the crisis suits are just stuck in forces ad hoc - they come from their own regiments/squads.

There is absolutely nothing wrong with doing an army of crisis suits, or a mech tau army with extra tanks and unusual vehicles.


The necrons and the tyranids really don't fit into the picture in this instance any way.

And you do realise there are only one HUNDRED warriors in the deathwing and ravewings respectively?

ONE HUNDRED is ridiculously small to get so much attention - one orbital blast and the ENTIRE fighting force is exterminated.

Anyway, back to alternate lists:

Tau Crisis Brigade

HQ
Tau commander
(veteran abilities based on different types of specialisations they have practiced).

Elites
Shas'vre strike teams
(commander bodyguard units as seperate units)

Stealthsuits

Troops
Crisis teams


Fast Attack
XV42-A 'Strike' suits

In between a crisis and stealth suit, posssess powerful jets giving them true jumppacks instead of tau jet packs. Must be equipped with light weapons in order to utilise them (so twin linked pulse rifles etc - count as stationary to fire).

Pirhana scouts
May take marker lights

Heavy support
Hammerheads

Broadsides

XV-99 Destroyer suit

As big as a dreadnought, capable of mounting multiple weapons and still moving around - too big for jetpacks to work. Two twin linked missile pods (on legs and on shoulders). Arms may take standard crisis load, or take a single heavy weapon (ion cannon, railgun). Has targetting array as standard.


hellebore

Acolyte of Bli'l'ab
13-02-2007, 00:52
'ONE HUNDRED is ridiculously small to get so much attention - one orbital blast and the ENTIRE fighting force is exterminated.'

As much as I like Death wing, I do agree with you.

Hellebore
13-02-2007, 00:59
'ONE HUNDRED is ridiculously small to get so much attention - one orbital blast and the ENTIRE fighting force is exterminated.'

As much as I like Death wing, I do agree with you.

Hey, I have 5000 points of space wolves, and 2250 points of Wulfen, plus an entire company of Salamanders and several small marine armies (BA and DA).

That doesn't mean I hate them;)

It simply means I attempt to step away from the hype and apply logic to them.

And my opinion's drove me to start this thread, because the larger military factions in the galaxy don't get the variety the marines do.

Hellebore

MrBigMr
13-02-2007, 01:00
Codex: Necrontyr.
This is something I'm planning. Small band of Necrontyr escaped the reign of the C'Tan and exchanged all the info they had on the C'Tan and the Necrons for eternal life with the Old Ones. Cased inside armor of Necrontyr and Old One technology, they fought the Necrons to free their race from the Star Gods.
Once they went underground, so did the Necrontyr and only their leader, being the only one with full immortality, stayed awake to oversee the works of the C'Tan. When they returned, so did once again the warriors of the Necrontyr to fight their arch nemesis. They believe that once all of the C'Tan are dead, their race will be freed from the restrictions of their bodies, the curse that dulls their minds and enslaves them.

Hellebore
13-02-2007, 01:04
Codex: Necrontyr.
This is something I'm planning. Small band of Necrontyr escaped the reign of the C'Tan and exchanged all the info they had on the C'Tan and the Necrons for eternal life with the Old Ones. Cased inside armor of Necrontyr and Old One technology, they fought the Necrons to free their race from the Star Gods.
Once they went underground, so did the Necrontyr and only their leader, being the only one with full immortality, stayed awake to oversee the works of the C'Tan. When they returned, so did once again the warriors of the Necrontyr to fight their arch nemesis. They believe that once all of the C'Tan are dead, their race will be freed from the restrictions of their bodies, the curse that dulls their minds and enslaves them.


And people say that everyone only wants to make 'EVIL' tau:rolleyes:

Excellent idea! Nice to see a good version of a bad race. 40k IS just shades of grey afterall....:D

Hellebore

Marshal2Crusaders
13-02-2007, 01:14
A pirate list would make me build an Non-Marine Army

Icarus
13-02-2007, 01:43
I'd love a codex for each Eldar craftworld. For example, totaly off the top of my head:

Codex: Iyanden

HQ:

Prince Yriel
Spiritseer Iyanna

Farseer
Autarch
Avatar

Elites:

0-2 Any Aspect Warrior unit
Guardian Squad
Rangers/Pathfinders
Harlequins

Troops:

Wraithguard - 5-10 Wraithguard. Option for Warlock.

Ghost Warriors - CC Wraithguard equivalent. Option for Warlock.

Twilight Guard- A combined unit consisiting of 0-2 Warlocks, 5-10 Guardians and 3-10 Wraithguard. Option for a weapons platfom.

Fast Attack:

Vyper Squadron
0-1 Guardian Jetbikes

Heavy Support:

Wraithlords - Include extra options, such as may take a pair of Wraithblades, giving +2 attacks; Or can replace all weapons with a D-Cannon.

Wraith Walkers - Heavy Duty War Walkers controlled by a system of Spirit Stones. Immune to shaken or stunned.

Falcon
Fire Prism

Charax
13-02-2007, 01:43
Vaspid Hive list:
(all stats are relative to standard Vespids in Codex: Tau Empire)


HQ:
Vespid Matriarch: 60pts
+1 Ws, Bs, S, Ld
+2 W, A
+1 Ld
Armour: Vespid Chitin (5+ save)
Weapons: Neutron Blaster
Options:
Upgrade Neutron Blaster for a Heavy Neutron Blaster for +5 pts
Upgrade Neutron Blaster to Neutron Rifle for +10pts
Upgrade Neutron Blaster to Neutron Bomb Launcher for +20pts
Upgrade Vespid Chitin to Heavy Chitin for +10pts (4+ save, no Fleet of Wing)
Communion Helm for +5 pts (+2 Ld)
Networked Communion Helm for +15 pts (+2 Ld, all units led by a model with a Communion Helm may re-roll failed Ld tests)
Chitin Claws for +5 pts (Heavy Close Combat weapons)
Diamond-Hard Claws for +15pts (Rending attacks)
0-2 Radiation Bombs for +20 points each
Independant Character
May have a retinue of 2-4 Vespid Harpies, and ceases to be an IC if this option is taken


Elites:
Vespid Diamondclaws: 22pts
+1Ws, S, A
Strain Leader: +1Ld, +6pts
Unit: 3-9 Diamondclaws
Armour: Vespid Chitin (5+ save)
Weapons: Diamond-Hard Claws (Rending attacks)
Options:
Upgrade Vespid Chitin to Heavy Chitin for +10pts (4+ save, no Fleet of Wing)
Strain Leader may have 0-2 Radiation Bombs for +15 points each
Strain Leader may have a Communion Helm for +5 pts (+2 Ld)

Vespid Hunter Strain: 20pts
+1Bs
Strain Leader: +1Ld
Unit: 3-6 Hunters
Armour: Vespid Chitin (5+ save)
Weapons: Heavy Neutron Blaster
Options:
Upgrade Vespid Chitin to Heavy Chitin for +10pts (4+ save, no Fleet of Wing)
Any model may upgrade their Heavy Neutron Blaster to a Neutron Rifle for +5 points
Strain Leader may have a Communion Helm for +5 pts (+2 Ld)
Strain Leader may upgrade its Heavy Neutron Rifle to a Neutron Bomb Launcher for +15pts


Troops:
Vespid Stingwings: 16pts
As Codex: Tau Empire
Strain Leader: +1Ld, +4pts
Unit: 3-12 Stingwings
Options:
Upgrade Vespid Chitin to Heavy Chitin for +10pts (4+ save, no Fleet of Wing)
Strain Leader may have a Communion Helm for +5 pts (+2 Ld)
Strain Leader may have 0-2 Radiation Bombs for +15 points each
Strain Leader may exchange its Neutron Blaster for a Heavy Neutron Blaster for +5 pts


Fast Attack:
Vespid Strikewings: 18pts
Strain Leader: +1Ld, +4pts
Unit: 3-12 Strikewings
Armour: Vespid Light Chitin (6+ save)
Weapons: Neutron Blaster
Options:
Strain Leader may have a Communion Helm for +5 pts (+2 Ld)
Strain Leader may replace their Neutron Blaster for a Neutron Rifle for +5 pts (+2 Ld)
Special Rules:
Gliders: Strikewings may roll 2 dice for Fleet of Wing and pick the highest


Heavy Support:
Vespid Harpies: 33pts
+1 W, S, A
Strain Leader: +1Ld, +4pts
Unit: 3-6 Harpies
Armour: Vespid Chitin (5+ save)
Weapons: Heavy Neutron Blaster
Options:
Strain Leader may have a Communion Helm for +5 pts (+2 Ld)
Strain Leader may have a Radiation Bomb for +20 pts
Strain Leader may replace their Heavy Neutron Blaster for a Neutron Rifle for +5 pts (+2 Ld)
Upgrade Vespid Chitin to Heavy Chitin for +7pts (4+ save, no Fleet of Wing)
May have Chitin Claws for +5 pts (Heavy Close Combat weapons)
May have Diamond-Hard Claws for +10 pts (Rending attacks)


Weapons:
Neutron Blaster: As Codex: Tau Empire
Heavy Neutron Blaster: 18" S5 AP3 Assault 2
by using more of the precious Vespid crystals, the weapon can increase the radiation output considerably, and project it further
Neutron Rifle: 36", S4 AP4 Assault 1 OR
Neutron Rifle: 24", S4 AP4 Heavy 3
Instead of agitating the crystal inside the weapon, the Neutron Rifle fires a shard of it at the enemy, irradiating them from the inside out
Neutron Bomb Launcher: 36", S4 AP4 Assault 1 Blast
A specialised grenade launcher, the Neutron Bomb itself contains a large chunk of crystal that is bombarded with particles that cause the unstable crystal to break down, flooding the immediate area with a short-lived wave of radiation
Radiation Charge: 0" S6 AP3 Assault 1 Large Blast, Melta, One Shot
A last-ditch weapon like a large Neutron Bomb, it floods the area with radiation that causes more damage to their enemies than it does to the Vespid.
Centre the template on the firing model. the Radiation Bomb counts as Strength 4 against Vespids. the Radiation Bomb may be used even if the model using it is engaged in close combat. Radiation Bombs may only cause Glancing Hits against vehicles, dispite the Melta rule


Sample 500pt army:
HQ: Vespid Matriarch: 60pts
Heavy Chitin: +10
Neutron Rifle: +10
Networked Communion Helm: +10
Diamond-Hard Claws: +15
2 Rad Bombs: +40
145pts

Troops: 2x9 Stingwings: 144pts
Strain Leader: +4
Communion Helm: +5
1 Rad Bomb: +15
Heavy Neutron Blaster: +5
2x173pts=346pts
Total: 491 pts


Sample 1500pt army:
HQ: Vespid Matriarch: 60pts
Heavy Chitin: +10
Neutron Rifle: +10
Networked Communion Helm: +10
Diamond-Hard Claws: +15
2 Rad Bombs: +40
145pts

Elites: 2x9 Diamondclaws: 198pts
Strain Leader: +6
Communion Helm: +5
2 Rad Bombs: +40
2x249pts=498pts

Troops: 3x9 Stingwings: 144pts
Strain Leader: +4
Communion Helm: +5
1 Rad Bomb: +15
Heavy Neutron Blaster: +5
3x173pts=519pts

Heavy Support: 6xHarpies: 198pts
Heavy Chitin 42
Diamond-hard Claws:+60
Strain Leader: +4
Communion Helm: +5
Radiation Bomb: +20
329pts

1491pts

Army tactics:
Small numbers of fast-moving and relatively resilient models - get into combat fast, kill as much as you can, then detonate Radiation Bombs to take out as many opponents as possible. Use Hunters and Harpies to mop things up post-bombing, and to take out whatever you haven't engaged. Against tanks, get into combat and try and take them out. If all else fails. As with all other infantry-heavy, low model count armies, power weapons and Tanks are your biggest foes.

Told you it wouldn't be very good, but what the hell, it's a start.

MrBigMr
13-02-2007, 01:49
Excellent idea! Nice to see a good version of a bad race. 40k IS just shades of grey afterall....:D
I'm a big fan of the Necrons. I find them a very interesting on the fluff side. I don't see the Necrontyr as "bad". They were simply a victim of circumstances. I always like to compare them to Nazi Germany. Crappy life - The Great Depression, Old Ones are to blame - Jews are to blame, Nightbringer - Hitler, Immortals - SA, etc.
I've done some sketching on the models that I wanna make and some of the style of gear I wanna give them. Egyptian style is quite obvious. Large structures with black/green and smaller ones with silver/blue with golden detail. Death must have been a very dominant part of their culture.
As for the Necrontyr themselves, I'm assuming the Warrior body is the skeletal structure of a normal Necrontyr. Desert planet with an unstabile star radiating it, they must have evolved with a thick skin, covered in tumors and blisters. Eyes might be developed to withstand the bright light of the sun. Capes and cloaks must be very common wear against the sand storms and dust.
I pretty much imagine the Necrontyr to look like Odin (http://kotisivu.dnainternet.net/juuso007/Pics/HM2KOdin.gif) in Heavy Metal 2000.
For Warriors, I'm planning to use Wood Elf caped heads with a green stuff cloth over the face. Maybe a head or two by placing GS skin over the Necron head, but I'm not that good yet. Their armor would be made from High Elf legs and a SM torso and arms. Mount a Gauss Flayer there and construct some shoulder pads that mimic the ones on the Warriors. I'm assuming they're somesort of armor, rather than one freaky shoulder blades. Add some fancy Eldar bits and pieces as detail.
Immortals would be normal Necron Immortals. I think that they were suppose to be the Necrontyr version of the SM. Super soldiers to crush the Old Ones, but the C'Tan used them to enslave the Necrontyr. Maybe some of the Immortals weren't dulled into slavery and escaped with the small band.
I am thinking of making Destroyers into jet bikes, but I don't know yet.

The whole project started from my Lord. I wanted to make a Necron Lord that would have been the last Necrontyr alive. Using Terminator armor with plenty of special gear and all sorts of accessories. Lots of Eldar and Necron bits. I got the idea from Urza's armor in Magic The Gathering. The Lord's armor would be like a mini Golden Throne, keeping the Lord alive through the millenias. Only part of skin would have been his head. I was gonna use a Destroyer head, so that the mask would cover most of his head and then just GS the rest of the skull with some skin to make it look like a skinny alien with old gray skin and a black eye.

Played around with the VDR and made the following units for them. Both rather short ranged, but Necron weapons are either short ranged or realy expensive. I don't know if I'll be using them, but It's always good to be prepared.

Tomb Scorpion (Fast Choise):
Walker
AV12, 12, 11
Tunneler
Particle Projector (tail)
Dreadnought CCW (claws)
= 165pts.

Sarcophagus (Heavy Choise):
Tank
AV13, 13, 13
Skimmer
Living Metal
4x Twin-Linked Gauss Flayer
Particle Projector
= 250pts.


Oh, man. I was suppose to go to sleep hours ago. Thank you so much for sucking up to me and making me spill my guts. Now I realy have to get going. Not that I realy have anything to do tomorrow, but still.

Hellebore
13-02-2007, 02:06
Nice ideas.

I like the life-sustaining armour quite alot - perhaps it is a mininecrodermis?
i wonder how much of the necron weaponry is necrontyr, and how much is c'tan? They DO flay their opponents and absorb them, so perhaps their entire armoury is c'tan driven.

Which means you can come up with all sorts of things for the living necrontyr (I'm thinking weapons that use the inertialess drive system from their spaceships - sooparailguns!!).


@Charax, I like the stingwing army, nice variation. What's the justification for the defferent types of vespid? Just different strains that evolved slightly differently?


See how easy it is to come up with feasable and fun ideas, if it's THIS easy to do for the aliens, imagine how easy it is for marine armies (with their standard structure, and variation only really in tactics and beliefs like The Dude's thread in the rules forum shows).

Just shows that every marine dex is a simple fanmod to the marine dex, whilst many of the lists hear are MORE original and interesting, and thus, in my mind SUPERIOR!!! BWHAHAHAHAHAHA!!!

Hellebore

MrBigMr
13-02-2007, 10:56
I like the life-sustaining armour quite alot - perhaps it is a mininecrodermis?
The inner workings are made by the Old Ones, but the overall bulk is living metal, so that it'll repair itself. If the puny humans could come up with something as grand as the Golden Throne with their petty tech, then I'm think that the Necrontyr/Old Ones could too, in smaller size too.
And as I said, only their leader is truly immortal, rest of them go into suspended animation when not working. Their armor does boost their longevity a great deal.
I just like the idea of rubbing it in the face of Pre-Heresy marines. By like 60 000 000 years.


i wonder how much of the necron weaponry is necrontyr, and how much is c'tan? They DO flay their opponents and absorb them, so perhaps their entire armoury is c'tan driven.
Does it realy matter? As long as the gun can whoop ass. The flayer basicly just goes all Trekky on the target, reversing the polarity of its atoms and causing it the be ripped apart. You could just disable the magnetic properties of the gun, since the Necrontyr wouldn't need the stuff. Or maybe it's the price to pay for the armor. They've become the thing they so hate. The life of their opponents greases the gears in their armor.


Which means you can come up with all sorts of things for the living necrontyr (I'm thinking weapons that use the inertialess drive system from their spaceships - sooparailguns!!).
I'm mostly gonna use pure Necron codex list.
Only army that does use renamed gear is my Tengu Ghost Dogs, whos weapons and tech are photon based, although I use Night Lords rules for them.

Getz
13-02-2007, 13:37
Okay, I'll bite...

CODEX: TAU ARMOURED COMPANY

HQ:
Command Hammerhead (Codex Variants only)
(Comes with built in Positional Relay) +50 points

Elites:
Pathfinders

Crisis Teams

Stealth Teams

Troops
Hammerhead Gunships (Codex Variants only)
(max 3 per Command Hammerhead)

Fast Attack:
Firewarrior Team with compulsory Devilflish

Tetra Teams

Piranha Teams

Vespid Squads

Heavy Support
Hammerhead Gunship (Forgeworld Variants only)

Skyray Missile Support tank

New Units:
Stingray IFV: 110 points
AV 12/11/10
Weapons: Burst Cannon, Turret mounted Tau Plasma Cannon (S7 AP2 Rng 48 Heavy 2)
Must be equipped with Drones or Smart Missiles a la Devilfish
Transport capacity: 8

Pathinders may be equipped with a Stingray IFV in place of their Devilfish

azazel_fallenangel
13-02-2007, 14:12
When yoy say you don't want SM varients, are you including all of the Imperium? If not, I like the idea of a Codex: Headhunters, another Ordo of the Inquistion book based on the Ordo Sicarius (sp?), who look after the assassains. Lots of Death Cults and more than one OAO. Maybe a stonger Inquisitor. Could be a bit limited though.

Hellebore
13-02-2007, 14:16
Anything that wears power armour and weilds a boltgun ;)

The whole idea of the thread is to show that each and every other race/army in 40k has just as much or MORE variety as the space marines who get all the extra codicies.

Nice armoured company Getz.

Hellebore

Captain Micha
13-02-2007, 20:43
lovely vespid and tau armored company

Shadowseer Crofty
14-02-2007, 11:11
righty, my thoughts for a pirate list

HQ
Pirate Prince/lord
as autarch, but without the strategist rules, instead with 'loot and plunder' rule, which is as follows-same as dark eldar 'slave capturing' rule (though representing theiving anything of value from the bodies), with the adddition of: in any mission which uses loot counters, add +1 to the dice roll for determining whether the loot counter give VPs or not (cant remember the exact wording of how loot counters work, just get VPs on a certain dice roll). up to 100 points from armoury, which would include power weapons, heavy chainsword (same as scorpion chainsword), shuriken pistol, fusion gun/pistol, jetbike, a few rare relics (one per army), webway portal, and maybe a few plundered weapons such as blasters, pulse pistols and the like.

Prince's guard
as striking scorpions, but without exarch or mandiblasters, cheaper.

Elite
0-1 exiled warriors
(as aspect warriors of players choice)

rangers/pathfinders
(as CE codex)

0-1 hunters
Exodites who have chosen to leave the maiden worlds with the pirates to see the galaxy.
squad size-5-10
WS4 BS4 S3 T3 W1 A2 I5 LD8 sv5+
weapons-shuriken pistol+poisoned blade (as DE poisoned blade), or force spear (range 12", s3, AP2 assualt1, power weapon in cc), plasma and haywire grenades. has infiltrate and move through cover special rules.

Troop
Pirates
As old Ulthwe black guardians (with equivalent options of defender and storm), with the option for "Cap'n" instead of warlock (Cap'n would have one better I, A and LD, and up to 50pts from armoury)

0-1 hunting reptile pack (representing beasts kidnapped/"donated" from the maiden worlds and trained for battle)
3-5 reptiles
WS5 BS0 S4 T3 W1 A3 I5 ld5 sv5+
1 beast trainer (stats of storm cap'n)

transport
wave serpent or vehicle similar to raider, with either twin linked scatter lasers or a twin linked brightlance

Fats attack
Pirate jetbikers
As guardian jetbikes with WS and BS 4, Cap'n instead of warlock

Vyper squadron-as vypers in ulthwe strike force list

Heavy support
Warwalker squadron- as warwalkers in USF list
Void dragon pheonix- as in imperial armour '06
night spinner- " " " "

super heavy
vampire raider/hunter, as imp armour '06

Rebas
14-02-2007, 11:20
mmm just think a whole army of warp spiders including warp jump tanks with option toswitch the co-axial pulse cannon and X weapon for a single D-cannon/shadow weaver and twin linked death spinners on wave serpents lol i think that would be goin a little overboard

Inquisitor_Pink
14-02-2007, 14:15
Ordos Sepulturum Radicals- Plague hunters.

Idea was to have an inquisitor who had unlocked the secrets behind necromancy and used the legions of the recently slain to fight against their plaguey brethern.
Also his powers would include the ability to enthrall otherwise normal troopers into fighting along side the zombies under his control as if they were normal Inquisitorial troopers instead of the shambling corpses they truly are. (Like in the gaunt book where the Tanith think they are fighting alongside other tantith when they are actually fighting alongside eldar)


Hq- Inquisitor Lord (Option for flamers and eviscerators all round) + usual retinue (maybe something akin to the ressurection orb for the 'rons for raising the enthralled zombies)
Elites-Plaguehosts (Demonhosts maybe with some minor nurglesque powers), stormtroopers, (Stormtrooper sarges may take eviscerators)
Troops- Enthralled Zombies (latd plague zombies), I.G (Mandatory respirators)
Fast attack- Sentinals armed with chainsaws and flamers, hellhounds
Heavy support- Something akin to the penitent engine, russes with flamer sponsons and hull mounted weapons

Apologist
14-02-2007, 15:57
An obvious addition to this idea would be to expand the various guard regiments into full-blown codices. After all, they're in about the same state as Blood Angels, Space Wolves et al. were in Rogue Trader – differentiated only by colour and a handful of models.

A lot of lists could be easily expanded by the addition of a single HQ chocie to allow a 'legal' (1 HQ, 2 troops) list – Dark Eldar Wych character allows a wych cult; a mounted Imperial guard Command HQ would allow a mechanised force; a Stormtrooper officer for an all stormtrooper army... etc. While these are possible to simulate in their native codices, they could be developed properly in a separate codex.

I always rather liked the idea of a Dark eldar grotesque army, made up of various slave-race grotesques, some bigger ogryn-sized monsters and led by haemonculi.

Atherakhia
14-02-2007, 16:07
Pirate Lords would have to have the ability to "challenge" other lords/characters to one-on-one combat, and then have an insulting match with them as they have a sword fight (unless they bought their duelling banjoes lol)

Here's an idea I had about using human vampires in 40k -- Codex Masquerade
(yes i know, but don't say it)
It was done rushed and hurredly, so don't expect a lot from it

Getz
14-02-2007, 17:09
Okay, Here's another one...

SCHOLA PROGERIUMIUMIUMIUM STRIKE FORCE

HQ
Storm Trooper Command Squad

Elites
Storm Trooper Veteran Squads
(Storm Troopers with extra weapons and gear)

Independent Commissars

Troops
Storm Trooper Squads

Fast Attack
Storm Trooper Special Weapon Squads

BS4 Sentinels

BS4 Salamander Scouts

Heavy Support
Storm Trooper Heavy Weapon Squads

BS4 Hellhounds

Vultures

All Infantry may choose from the following Tranport Options which are BS4 for an appropriate points increase:
Chimeras, Rhinos, Valkyries

Midknightwraith
14-02-2007, 19:55
Here is a variant eldar list I came up with a while back. The idea is that the craftworld vehicle factories have all been destroyed, and so the vehicles they do have are only deployed in limited numbers. To compensate other options were explored.

As CE except Wave Serpents are not available as Troop Transports for any unit
Allowed 1 additional HQ choice, but may not take more than 1 of each type: Autarch, Avatar, Farseer, Phoenix Lord

HQ Avatar (200pts) may use the wailing doom in the shooting phase as any of the following weapons and may move and fire in the same turn: BrightLance, FirePike, StarCannon, or ScatterLaser

Elites as CE

Troops
Guardian Squads may take Support Weapon platforms as well as Heavy Platforms. May not use/be assigned transports if using a Support Weapon.
Jetbikes deleted from Troops choice
Added WarpSpiders and Swooping Hawks

FA
Wave Serpents 0-2, must be assigned to an aspect squad as a dedicated Transport
Vypers 0-1
War Walkers 0-1
Add Jetbikes

HeavySupport
Heavy Tank 0-1, Either a Falcon or a Fire Prizm
Falcon may replace Pulse Laser with a Support weapon.
WraithLord as CE or instead of taking basic weapons may take 1 Support weapon

The basic Idea is that the larger vehicles are much rarer, but all the infantry is available. And the lack of vehicles is made up for by the "Jump" Troops being available as Troop Choices and jetbikes competing for the FA slots with the other vehicles, and allowing more options in the heavy slots to spread the Support Weapons out a bit more. I increased the HQ limit because the army would need increased Command and Control structure to compensate for the lack of mobility.

I was also thinking about adding Swooping Hawk wings as options for Dragons, and Banshees ( at between +5 and +8 pts per model) with no deepstrike/grenade pack option, but I thought that would get around the limited transports aspect a little too easily. Maybe if that caused the squad to move to a Fast Attack choice that would balance it out.