
Originally Posted by
Aryllon
I'd go for a physically weak psychic force. Hyper-intelligent rather than a bestial / horde race like tyranid or Hrud. Not a huge amount of that around. A hunted race, as old as Necron or Eldar but always hidden. Some sort of uber-powerful secret to protect (something to do with the old ones maybe).
On the battlefield; no need for transports if they can disappear & reappear at will (deep strike risks aplenty, but they get modifiers which reduce mishaps). Turn up, witchfire / malaise / nova attacks at short range, disappear again. Ok short-ranged weaponry but otherwise rubbish at everything except psychic powers tuned towards survival, manoeuvrability, sowing confusion, mimicking the enemy etc. Basically all about buying enough time to win by a thousand cuts. Massive intellect makes wars always fought on their terms; loads of scouting, infiltrating, outflanking, night fighting, stealth, deep striking, manipulating the opposition etc.
Weak, nocturnal, physically small, but incredibly potent intellect. And they're good guys, really really good guys.
Edit: they could also set psychic booby-traps... anything arriving via the warp (daemons, deathmarks, terminators, warp spiders etc) could take a number of hits on the turn they arrive but before deployment. Enemy psykers could have their risk of Perils attacks increased. Psychic powers could be turned back against the enemy caster or enemy units. They could drain enemy warp charge, or steal it for themselves.
Actually, now I want to mock these guys' rules up!