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Even though they probably have plenty of vassal species and auxiliaries as it is, I was wondering if we could come up with an even better xenos species to join the Tau Empire and their Greater Good.

So, through images or text, what do you think the Tau are missing in their army, and what do you think would best fill the alien-shaped gap in their forces?
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Looking at the wiki, I think they have plenty as it is.

Do you want us to just start from scratch or edit any of the existing races that haven't been well-described by GW yet?
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>>34074936

They've got like 16 already. Pick one.
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Feel free to edit an existing one. Even though they have so many, only about 4 of them are well-defined, not counting humans.
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No need. Gue'vesa are the only ones that matter anyway. Even as traitors, humans are superior to all other species.
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I was thinking, they should probably have more auxiliaries that are related to the other factions. Like, give them some Zoats to tie them into the Tyranids and make their fights more personal, or some new Chaos-corrupted species. Every other race has developed a very personal storyline with one another at least to some degree. Tau could use more traitor races than just humans, or even some corrupted species to turn on them from within. I definitely don't want to see anymore aliens with the Tau that are just sort of there and are perfectly happy with the Empire.
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>>34074936
Give them some Saharduin. Or at least some better melee guys.
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>>34075732
I kind of like the idea of some Chaos xenos. It's one of those things that they never elaborate on well enough. You'd think if Chaos wanted to proselytize everyone into their worshippers, they'd reach out for more xenos, right? The only Chaos xenos I can ever remember are those lizard mercenaries that help out the Blood Pact. Loxatl? Or am I thinking of something else? Anyway, I know they weren't fully Chaos, so it'd be interesting to see a species that's fully into worshipping the Dark Gods.
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>>34074936
Obviously, they need more monstergirls.
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>>34076131

The Tau did intervene on one chaos-held world, stopping a Khorne Blood-tithe. That prompted the World Eaters (I think) to step in and start wrecking up the place. Last I heard in the Tau and CSM codexes, the battle could have gone either way.

Tau are pretty anti-Chaos when they encounter it. At the very least, the Ethereals know it's not something to incorporate into the Empire (Farsight Codex).

Now, they have Vespid for insectoid races, and Kroot for merc duty and a few extra creatures (enough that they can get a merc dex out of it), but the Tau don't have any big brutes, no Monstrous Creature auxiliaries to throw their weight around save for Krootox.
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I was definitely going to suggest Rak'gol, but that'd probably turn out worse for them in the long run. But, definitely no more bipedal humanoids. I want to see them field some really weird aliens. What better to back up some space weaboos than a godzilla monster.
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>>34076282
Even though they have plenty of big vehicles to throw around, I almost want to see more monsters in their army. I actually think it'd be cool to give them some Clawed Fiends from the Eldar Codex, or something like that. Like the Barghesi, who haven't been visualized yet. A big brute species.
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>>34076404
Careful they don't become too much like the Covenant.
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>>34076404

I had an idea for a large flying creature, something really weird that could use some fucked up energy attacks at range.

Tau don't into-melee much, so I figured mobility was where it's at, and how much more mobile can you get with creatures unless they fly?
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>>34076454
I could definitely see the Tau with something like Tyranids with gargoyles and harpies. Some Vespids supporting a big flying creature as they rain hell from above.
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>>34074936
How about an infiltrator species? They don't have to be like genestealers, but maybe some kind of spy auxiliary that does reconnaissance on potential worlds to add to the Empire.
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>>34076640

Could work, though skirmishy units don't seem to work in 40k's system. It has to be BIG and TOUGH to withstand getting close to the enemy or else it has to stay the fuck away from the fighting or get shot to shit.
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>>34076232
I like the cut of this one's jib.
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>>34074936
De only ting these blue gits need is more boyz for da WAAAAAAAGGGHHHH!!!!
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>>34075403
This anon has the right of it. Galg are frog-like, right? How so? What are the Hrenians?
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>>34077088
Yeah, there are a lot on the auxiliary list that are just sort of there with no description. Even when they say they employ some type of soldier, nothing other than Kroot, Vespid, and Gue'vesa can be fielded in the actual game. And honestly, how many xenos are in their cozy little area of space anyway? Would love to sweep away the useless species and make something that could actually exist on the tabletop.

>>34076018
Totally agree with this. Would love to see some new Saharduin models, and retconing their fluff into working with the Tau would let them get back into the narrative easy.
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Alright so, the Hrenians have basically no detail about them at all. Why don't we try adding something?

We only know that they have something called the Hrenian Light Infantry. I'm just gonna toss ideas out.

Their world is highly radioactive, with a surface gravity of four times Earth's gravity. Massive amounts of fissile materials lead to natural nuclear reactors being fairly common. The Hrenians began their civilization on these reactors, similar to how most civilations begin on fire.

High gravity leads to the Hrenians being unnaturally strong; S4 and T4.

Their guns shoot beams of radiation produced by slapping tiny subcritical masses together at high speeds. This is manifested by giving -1 strength and toughness penalties to their targets.

The Hrenians are commonly enlisted by the Tau to fight against large monsters such as the Tyranids and the crafted monstrosities of the Dark Eldar Flesh Cults. Strangely, their radiation-based weaponry has appeared in the hands of the Rak'Gol of the Koronus expanse.

The Hrenians have recently had greater demands placed on them in the name of the Greater Good; in the aftermath of the Tyranid Hive Fleets and the Damocles Gulf, the Tau Empire needs more soldiers than ever.
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>>34077482
You can all learn a thing or two from this one. In just moments, you've built on a simple name more than GW has in years.

I'm not crazy about the name Hrenian but damn do I love that lore. Radiation troopers is just awesome, and the S4 and T4 is great to give them some staying power.
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>>34077482
Love it. I want to somehow give them Melta resistance.
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>>34074936
What if the Squats joined them?
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>>34077843
They did. They joined the Tyanid Chow Protection program and now call themselves the Demiurg. The reason they live in ships is to avoid having enough biomass to attract the 'nids attention again.
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Im not going to lie. For my rogue trader game Ive given the tau a new local ally in the form of exotically hued biped space bunnies who like to fly fighter craft and shoot lasers. Only did this to give them a high number fast moving ally to bog down the Rogue Traders fleet. Do not copy me unless people you play with are as equally stupid as I am.
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>>34077843
Had an idea for a big campaign called the Battle for the Core, which would have the Imperium rescuing Squats from Hive Fleet Leviathan while the Forces of Chaos tried to corrupt the Squats, their relationship with the Imperium strained since they left them to die earlier in the invasion, and the Tau would also interject themselves as "allies" to the Imperium but were basically just there to recruit the Squats to the Greater Good by saving the center of the galaxy from the Tyranid hordes. And then I'm sure you could add Orks, Eldar, and Necrons wherever those players needed to for story reasons, but the basic plot would be Tyranids, Chaos, Imperium, and Tau all fighting over the Squat worlds. Would be a cool way to get some Squat'vesa.

>>34077886
I'm still waiting for them to do something with the Demiurg.
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>>34075437
Not in loyalty
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>>34076282
>World Eaters

Word Bearers, actually.

Another piece of information, the Nagi can detect/feel Chaos.
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>>34077959
>Would be a cool way to get some Squat'vesa.

Already canon.
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>>34077948
let's croak us some toads!
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>>34077482
Hrenian Light Infantry

11 Points/model

WS 3 BS 3 S 4 T 4 I 2 W 1 A 1 LD 7 Sv: -

Wargear: Rad-Rifle, Decay Field

Rad Rifle

S X AP - Range 24" Salvo 1/3, Rad

Rad: A unit which suffers an unsaved wound from a Rad weapon suffers a -1 to its Toughness. This does not reduce the target's Instant Death threshold.

Decay Field: This provides the entire unit with a 3+ invulnerable save. Whenever a unit with a decay field is hit by an attack, after damage is resolved, this save is reduced by 1.
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>>34078062
Could we give them beast slayer, perhaps, since they are enlisted to fight monstrous creatures?
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>>34078062
Just reading this, I already want to field these guys. How about some flavorful unit names. Hrenian Fallout Troopers? Radtroopers?
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>>34078140
Seconded.
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>>34078140
Sounds good.

Also, I've just realized I do need to give the Rad weapons a strength value for them to work.

>>34078147
Do we want to make this a fandex project?

I've been thinking, ever since the Tempestus codex, the design space for small, /tg/ made codexes is open. Want to do something on that scale?
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>>34078188
>fandex project

If your doing that might as well collate a bunch of fan auxiliaries together in it.
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>>34078213
I'll start with the Hrenians.

To be totally honest, I'm not very familiar with Tau fluff at all. Just throwing out ideas.
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>>34078188
I figure since it already knocks toughness down, it shouldn't have too high an S on its own. Especially since support fire from Fire Warriors will hammer anything being radiated just fine. Then again, any nuclear weapon kind of deserves to have a ton of firepower.

I fully support an auxiliary fandex. Everyone else cool with that?
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>>34078245
It's not a proper nuclear weapon; it's just a radiation gun. Shooting particles, not nuclear explosions.
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>>34078238
Yeah, Tau really aren't my strongpoint, either.

On that note, should a fandex have some rules for rebellions of auxiliaries against the Empire, Roman mercenary-style, or any kind of mercenary options for combining them with certain allies for the Tau?
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>>34078291
Good point.
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How about tinier versions of the MUTOs from Godzilla?
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>>34078335
If you were the only faction in the setting who used actual transistor electronics in their war machines, would you keep around something that puts out EMP pulses whenever it likes?
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>>34077482
I was thinking, since these guys might've been more advanced than the Kroot (maybe Vespids too) when they joined the Empire, they could have some capability to modify Tau vehicles or incorporate their own design into the mix. Maybe alongside Tau skimmers we could see some hardy, Fallout-looking grungy tanks perfect for apocalyptic environments and spewing radiation at the enemy. Or maybe the Hrenians have modified drones that radiate near enemies or clean it up around allies/ shield allies from it.
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Hrenian guy here. Tentative name for the HQs is "Isotope Lords"

https://docs.google.com/document/d/1bxaEvBp76vLU6DCM93ZOrqg5F83cUHD55cv2jbrngxY/edit

Here's the doc I'm working in

>>34078386
I'll keep that idea in mind.
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>>34078386
Great, now I have to google for names of fish that are nuke-proof. High point of my day.
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>>34078455
Name them after locations of nuclear test sites.
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>>34078455
>>34078491
Fukushima is the obvious one, since the radiation of fish nearby led to some hysteria, but that might be too soon. Just because GW would do it, doesn't mean you should.

How about the Moruroa Tank? Maybe alien the name up a bit so it's like Moru'Roa. Tau style.
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>>34078553
Yeah, a few test sites I saw on wikipedia were Pacific Island names that sounded perfectly weaboo for the Tau.

I'd agree with Moruroa, but I kept trying to say it 5 times fast, and it kind of sounds funny. Maybe Reggane Tank? I guess that one might not sound tank-ish enough. Depends on what specifically we want their vehicles to be like.

Are we doing modified skimmers or Hrenian-native designs?
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>>34078605
Modified Tau skimmers. So players can just convert Tau vehicles.
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>>34078650
Seconded. Ours is not to make our brothers buy more models, but to make the burden of the 41st Millennium easier on their wallets.
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>>34078553
>>34078605
>>34078386
I actually like Muro'roa for a big vehicle. Everyone okay with using that for a placeholder?

How about Muro'Roa is a modified Hammerhead or Devilfish that fires radioactive ammo, or just pure streams of radiation, maybe both available, and then they also get Fallout Drones, modified from maybe Shield or Pulse Accelerator models that can soak up radiation or just stick around enemies and emit radiation around them.
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This is pretty cool so far. Goodnight guys
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Just read Anon's description of the tank, that cannon sounds amazing.

>>34078819
later
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>>34078756
Way ahead of you, buddy.
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Okay, through all of this, I was wondering we probably need to add some radiation proofing to the non-Hrenians to make sure they don't alter the Tau's half-lives or displace their isotopes or whatever*. Should we include wargear for other Tau, and maybe vehicles that give them resistance to Decay?

*Note, Anon does not understand nuclear physics.
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>>34078904
Forgot to say

Decay: When a vehicle or building takes a glancing or penetrating hit from a weapon with this rule, permanently reduce the armor rating of the facing that was hit by 1.

>>34078920
Just keep the Hrenians away from regular Tau forces. Presumably the Tau's fire warrior armor works as a radiation suit. Battlesuits and vehicles definitely do.
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>>34078967
Should we give the Kroot some resistance to radiation? If left to their own devices, they might try to eat it.

... and that would be terrible!
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>>34079008
Obviously eating Hrenians grants radiation resistance. The Tau grow Hrenian flesh in vitro and feed it to Kroot before they fight alongside Hrenians.

Writing this down
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>>34079008
If I saw Kroot trying to eat radiation, I'd probably buy a Tau army and ditch my orks, because that's too hilarious not to play.
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>>34079050
That seems somehow extremely dark and nightmarish.

Write it down!
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>>34079115
Nuclear grenades. Yes or no?
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>>34078904
I'm gonna look through some possible models to base the troopers and Isotope Lord on for conversions, then put my drawfaggotry to work. Be right back.
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>>34079175
That just sounds incredible.

>>34079216
Cool, cool. I guess as heavyworlders they be squat and stout?
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>>34079175
Is that a serious question? Hell yes, Nuclear Grenades!
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>>34079216
Probably not anything that could lead to monstergirls. I'd hate to sleep with a Hrenian girl and then wake up with testicular cancer.
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>>34079247
>>34079271
Atomic Grenades

How many points should this cost?

I'm thinking this will only be purchaseable by the Isotope Lord.
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>>34079318
Do EMP grenades still cost 3 points in 7th? If so, at least 5 for nukes.
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>>34079530
...you do see that this is a Strength D weapon, right?

I was thinking more like 20
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>>34079318
>>34079530
If it's only going to be wargear for the Lord, it might as well be costly and powerful. As a D weapon, I don't think any less than 10.
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>>34079592
Whoops, totally thought there was a number there. I don't know about 20, but maybe. Yeah, AP2, I anything higher than 18 should be alright.
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>>34079653
Maybe 20 if it's a small blast?
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>>34079592
>>34079605
>>34079653
I've often felt that most D weapons were underpriced. We should be the bigger men and make a nuclear fucking grenade at least 20.
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>>34079695
Yeah, no, I was mistaken. I definitely don't want any nuclear cheese in this fandex, so the higher the price, the better.
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I like what I've got going here.
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>>34077482
Do those -1 penalties stack? Last one turn? Permenant?
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>>34079806
Wouldn't it make more sense for the rifle and repeater ranges to be switched?
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>>34074936
I like this cool so far. How do you guys feel about Tau-style walker mechs that shoot nukes?

>>34079841
I feel like they should either be permanent or last 1dsomething turns. Not so sure about stacking Decay, since, again, not a nuclear physicist.
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>>34079841
I was thinking last one turn and non-stacking for Rad.

>>34079888

I think Decay should stack, just like the Scarabs in the Necron codex

>>34079877
I was designing the repeater as being equivalent to the Burst Cannon.

Also, what do you guys think of the Radapult?
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>>34079915
That's a pretty great idea. Should be easy to convert, too, since catapults and mortars are all over the place. I almost want to see these guys use that toxin catapult tank House Ordos had in Battle for Dune. But I digress. I vote keep the Radapult.
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>>34079216
I know it doesn't have to do with the Hrenians that much, but I found some great dwarvy-looking armored troops that could be useful to convert Demiurg if we're including them in this fandex:
http://www.thewarstore.com/warpathforgefathers.html
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From Lexicanum

>Gorgon, on its way to Ke'lshan, consumed the Roksh system, home of the Rokshashi Wealthweb merchant guilds. Several Tau trading fleets in the system and a secret Tau listening post on Roksh XVI were also devoured.

even if the homeworld got chomped on a wealth obsessed Indian/Malaysian themed group of potentially shape shifting deamon tigers/great cats is kind of interesting potential
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Figured out a possible wording on the Rad rule, and also came up with a new weapon.

>Rad: Whenever a model suffers an unsaved wound from weapons with the Rad special rule, it immediately rolls a Toughness test. If it fails, every model in the unit suffers a permanent -1 to their Toughness. This effect stacks with itself and with similar effects such as that caused by Imperial Rad Grenades. If these effects would cause a model to reach Toughness 0, it is removed as a casualty.
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>>34080062
Potential indeed. Could be the melee specialists we've been looking for, too.
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>>34080062
Khajit has wares if you have requisition.
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>>34080127
These guys get cooler and cooler every minute. I need to brush up on my Desolator quotes from Red Alert.
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>>34080145

Implying 40k hasn't stolen/parodied EVERYTHING
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>>34080127
That seems a bit much, though I've never been a fan of permanent effects or stat based tests. The stacking is ridiculous since two of the weapons have salvo and with decent rolls could wipe a unit out just by causing a few wounds that buttfuck their toughness to 0.
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>>34080321
I was thinking the S3 AP- and toughness test would cut down on that.

Take firing at a Space Marine for example. Assuming you're within 12", a squad of ten Hrenians has 30 shots. Let's try them firing against a squad of Marines

With BS3, 15 of these hit. Against Toughness 4, 5 of these wound. 3+ armor saves mean about 1.6 wounds per volley, and each wound means a 50% chance to reduce toughness. If they generate 1 wound, you get a 50% chance to reduce their toughness by 1. If they generate two wounds, there's a 75% chance to reduce their toughness by 1 and a 50% chance to reduce it by 2.

That does seem a bit high for 11 points per model. Do you think I should cut the Rad Rifle to Rapid Fire?
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Alright, Drawfaggotry #1. Kind of a fat Tau, but I figure he needs to be heavily armored, stout and blocky. Any more ideas, I'm all ears.
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>>34080438
Maybe, but we should also think about increasing the price from 11 now that you've given them so many new toys to play with since we started.
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>>34080447
Thicker legs. Strong, defined muscles. No armor plating; they eschew armor entirely in favor of their Decay Fields.

>>34080481
Got a point there. These guys aren't quite at CSM level, though. I think 12 points a model is a good place to settle.
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>>34080509
Do you want thick post-apocalypse/sand people robes, or should we come up with a biological appearance for these guys? I'm still not sure what they should look like. Cockroach people? Could be a fun contrast/rivalry with the Vespids. Give the bugs some character development.
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>>34076131
There's tons of xenos who either are willing to work with Chaos, or actually worship Chaos. Chaos is an equal opportunity employer.
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>>34080438
Just making it last til the firing players next turn and don't have it stack would be preferable. But something like rapid fire could work.

My main concern is that allying with Tau, the rad effect wouldn't do much for the Tau but it would significantly help the Hrenians on almost every following turn. Causing one or two toughness penalties makes S3 a non issue since you'd be wounding most units on a 3 or less.

Don't get me wrong, I'm really liking this idea but some of it appears to be going a little too far off the cheese end.
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>>34074936

I'm tinking some kind of banana slug race
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>>34080438
Correction: 50% chance to reduce toughness by 1, 25% chance to reduce toughness by 2

>>34080556
How about desert robe people; give them backwards-bending knees for that strangeness element. One large arm on their left side and two small arms on their right side.

>>34080575
Well, the Tau don't seek out allies purely for combat capabilities. I'd like these guys to be able to stand on their own. I've reduced the rifle to Rapid Fire, though.

>>34080571
What if the Hrenians were evenly split between followers of the Greater Good and followers of Chaos? That could be really cool.
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>>34080571
I just feel like I don't see enough of them.
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>>34080447
See,bthis makes me I wish GW had gone for a unified armour aesthetic across all the auxiliaries. Those blank, featureless helms are so striking, they would make a great way to tie together a wide variety of body shapes and weaponry. Fluffwise, it also represents the sacrifice of individuality in order to better serve the Greater Good.
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>>34080624
Mostly because the Xenos races we see frequently all have a resistance to Chaos. The Tau have their small warp presence and the Greater Good. The Orks have Gork and Mork. The Eldar have their paths, torture-rapefests, and whatnot. The Necrons don't have souls, and the Tyranids have the Hive Mind.

But these minor races we're working on are a perfect chance to explore Chaos Xenos.
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>>34080622
>>34080590
There might be a way to combine these all. Is anyone opposed to giving the Hrenians sluglike locomotion? Other than the Sslyth, tails and the like don't see a lot of use in place of tails in 40k.

Likewise, is anyone opposed to making them all very mutated and different from one another, with multiple eyes and arms from one to the next?

And on that note, is anyone opposed to making them Chaos-tainted? Not entirely, but enough that their radioactive mutations and Chaos mutations are too indistinguishable for the Ethereals to identify them as Chaos (and no more than half of them ever follow the Dark Gods faithfully, but enough that there's a presence of the faith within their culture).
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>>34079888
>Tau Metal Gear
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>>34080707
Sorry, meant to say tails don't see much use in place of feet.
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>>34080707
Main Hrenian guy here; the Hrenians evolved on a radiation-heavy planet. Whatever they use in place of nucleic acids, it's not going to be susceptible to radiation, so they won't be radiative mutants.

I'm also opposed to making them chaotic on the grounds that they're a Tau client race, and I think Chaos Worship is probably incompatible with the Greater Good.

We should keep the slug people on hand for another Tau client, though.
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>>34080764
Alright, cool.

Well, if they were only corrupted by Chaos on a small scale (no more than half of their total population) and majority vote kept them aligned with the Tau and the ideals of the Greater Good, it could make some fun civil strife (for us, not them) between GG Hrenians and Chaos Hrenians and potential for rebellion within the Tau Empire. Additionally, some Chaos Hrenians may think the "Greater Good" and the Dark Gods are the same thing, and work towards secretly trying to corrupt their patrons and fellow auxiliaries. Again, not all Hrenians need be Chaos, but at least a minority within the population. Unless no one else likes that idea, in which case nevermind.

No problem, but I'm liking the idea of slug people. Someone in this fandex is going to be slug people.
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>>34080817
I prefer having the Chaos Hrenians as a separate empire, distinct from the Tau Empire's control, but maintaining diplomatic contact with the Hrenians under the Greater Good
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>>34080851
Should we just include some notes that they can be fielded in a Chaos army using the Auxiliary fandex, maybe with some equipment/price changes?

On that note, should we pursue this route, how do you guys feel about giving them psykers?
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>>34080851
How about actually going subtle with Chaos and having making it so that the worship of Dark Gods is a culture jamming ploy by the forces of Chaos?

>>34080622
Desert robe seems a bit weird considering they're on a battlefield. I was thinking something like Captain Power.
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>>34080961
I was planning to give them a Psyker unit. And I think that they'd be able to ally with Chaos as Battle Brothers, to represent the Chaos Hrenians.
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Alright, Drawfaggotry #2. I kind of like the whole two arms on one side, one on the other thing, for some reason. Really gives them that nuclear survivor feel, despite being immune to nukes. I also still like the idea of cockroach people under their robes. The reverse-jointed knee thing would probably be hidden under the robes. The device on his back is his decay generator. I was sure it was something technological unless I'm mistaken.
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>>34081021
It is. I sort of like the general idea. but there's the whole issue of being MS Paint as fuck.
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>>34081021
Seeing this makes me think that the Atomic Grenades should be something like a M28 Davy Crockett that's attached to the backpack, GI Joe style.
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>>34081052
Sorry, I was too lazy to go with pen and pencil until I had a clear idea of what they were going to look like. I'll tackle the concept with more gusto tomorrow.
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>>34081074
Ah, alright. The thread should still be up then.

>>34081064
That but without the launcher.
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>>34081064
That could work. Might come with some extra range then.
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>>34081113
It could be an artillery piece. For killing Titans and other Superheavies.
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>>34081092
Good to know. If not, I'll link it to my DA or something. This has been really fun to work on so far.

And on that note, my eyes grow heavy. I'll have more drawfaggotry tomorrow. Goodnight
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>>34081143
I'm headed to bed as well.

Hopefully I can put more work into these rules tomorrow.
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>>34074936
I know this might be detracting from the glorious radroach legion, but Tarellians maybe?
Wouldn't even need much effort, just use guardsmen profiles with the ability to take shotguns, hatred:Imperium and S4 T4 pack alphas.
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>>34082288
Sounds like a good idea, like so many on this thread. think its worthy of being archived.
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>>34076328
>no more bipedal
>godzilla

you managed to pick the one fucking monster that is bipedal.
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>>34082288
Only if they have a connection to the old ones and have slann tech-mages.

>slann tech-mage dreadnought
>slann tech-mage one-wheel roller vehicles
>slann tech-mage with weight-belt hovering a la dune (film... or heck even the book one so they waddle around with immense weight)

oh god the possibilities....
>>
>>34082288
Tarellians are probably the easiest, since they already have more fanart and wiki entries than many of their fellow auxiliaries. Converting lizardmen models (and other reptilians from other wargames) should be a piece of cake.

Also, shotgun lizardmen just seems like a lot of fun.
>>
>>34086389
Shotgun Lizardmen sounds like a band name.

How far are we taking this, just one or two units per race?
>>
>>34087040
Rules guy here. I'm back
I've been focused entirely on the Hrenians for now. They have one HQ, one Troops unit, one Heavy Support, and a Dedicated Transport. So, four already
>>
>>34087319
Aren't they a light infantry in what little has been mentioned of them? If so wouldn't Fast Attack work better than Heavy Support?
>>
>>34078048
They also have Blue Squats too. The demiurg or whatever.
>>
>>34087349
Well the heavy support was just a tank. A converted Hammerhead actually. I ought to figure out a fast attack choice for them
>>
What if instead of adding more races.

You took the client races

Gave them supplements complete with hq choices, not the shitty supplements we have now but full on mini codices with minor releases. 2 troops, and 1 unit in each other slot.

Make it battle brothers with tau and varying levels of allying with everyone else.
>>
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>>34087955
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>>34087831
The tank works, are we trying to go with every auxiliary is fieldable in its own right? Because I think that'd be too much for what we're trying to do. Maybe each auxiliary is limited to 3-5 units regardless of what slot they're in?
>>
>>34087978
I sort of like what >>34087955 said; giving them one unit per slot, so they're theoretically fieldable on their own, but you'll be spamming the same few units constantly if you want to really run them on their own.
>>
>>34088014
Yeah, but I'm thinking a few shouldn't be viable on their own. Vespid, for example, really wouldn't have much incentive to develop ground vehicles being from a gas giant, so I'd imagine their forces would be troops and flyers.
>>
>>34088014
I'd say the older/more powerful races, like Kroot, Tarellians and Demiurg, should probably have more than one unit type per slot.
>>
>>34088134
Well, they have been in space for centuries now. They could've developed skimmers or converted Tau ones for the sake of fighting on planets.
>>
>>34088134
I actually think they would have developed static defenses, to stop rival hives taking over their floating rocks.
>>
>>34088134
Why wouldn't that be viable on its own?
Just have the HQ choice make Stingwings count as Troops/Objective Secured, give Stingwings the option to be outfit for melee, make the Neutron Blasters an upgrade instead of basic wargear so you can run them at lower cost and get a heavy support infantry unit with Neutron Cannons or something.

Hell, you could use their social insect-based nature to excuse having massive 'Soldier Vespid' or something.
>>
>>34088134
You say that like Elysians aren't viable on their own
>>
I was thinking wed only do maybe half the total list of unnamed auxiliaries. I don't think the Tau control enough of space to be the massive species-spanning Federation of Planets the Lexicanum makes them out to be. Making small forces for each and cutting out the redundant races should be fine, and maybe add rules for standard Tau, drones, and vehicles to be modified or piloted by any of the races. At the very least, a player should be able to field them in addition to another faction's vehicles and weapons. None of them are major intergalactic warbands by the end of M41, so giving them fully-loaded army lists of their own native tech doesn't feel right. I support the 3-5 or so units per race idea.
>>
>>34088697
See
>>34087972
>>
>>34088725
Just want to make sure we're at a consensus. Kroot, Vespids, and humans are already in, and Tarellians have enough lore to work off of. Hrenians are awesome so far, so how many more auxiliaries should we make without over-saturating the Tau in aliens?
>>
>>34088805
The Nicassar and Demiurg should probably be in.
>>
>>34088805
Hrenians, Tarellians, Kroot, and Vespid should be our focus now. Human Gue'Vesa can be represented by allied detachments of Guard.

The Hrenians are my pet project, but I don't know the fluff of the other xenos races well enough to do them.

>>34088849
Kroot, Vespid, Hrenians, Nicassar, and Demiurg. Sounds like a good selection
>>
The Nicassar are a space-based race, so their deployment on the battlefield is an incredibly rare event. It is, however, not entirely unheard of.

Nicassar are known for their psychic potential. Indeed, Nicassar Dhows (small sleeper ships) are propelled through the void by the telekinetic powers of its captain. While not a naturally violent species, the same force that can move starships can be used as a powerful weapon on the battlefield.


On land, the Nicassar often requires powered armor (or even fully robot legs) to carry its body around the battlefield. Living in space has made their bodies poorly adapted to the harsh gravity of even an Earthlike planet.

Nicassar are an elite unit, and come in as a single character. Since they require power armor anyway, the Earth cast goes the extra mile to armor them for their protection, with such armor usually being a unique work in itself. No two sets of Niccassar armor are the same.

Nicassar do very poorly in melee, and carry no range weapons. Instead, on the shooting phase, the Nicassar can choose one squad or vehicle within 70 inches and decide to either move or slam.

If Move, roll 2d6 and move that squad/vehicle that many inches in a direction of your choice. This can be used to break up melee by throwing enemy units back, or throw your scouts even deeper into enemy territory. Such telekinetic prowess is trivial for the Nicassar.

If Slam, treat as a small blast S8 attack as everything in the target area is crushed by telekinetic force.

The Tau know that the Imperium despises psychic races, and takes steps to avoid bringing the existence of the Nicassar to their attention for fear of the safety of their client race. Nicassar cannot be fielded against any Imperial faction (guard, space marines, grey knights, Sisters...).
>>
>>34088957
Not really the right approach. Just make them Come The Apocalypse with Imperial factions.

Redo those abilities into Witchfire powers
>>
>>34088957
Why not just make them psykers that have to choose half their abilities rounding up from telekinesis?
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>>34089059
This. Use existing material wherever possible.
>>
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>>34088849
>Nicassar
Yes.
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>>34088957
That's pretty cool. I feel like they should still be able to fight the Imperium, though. If the 'Oomies are already duking it out with the Tau, they probably won't care about the presence of psychic squidmen any more than the other filthy xenos they're going to purge. It's cool lore to include, but I don't like limiting the player's army just because the Tau are overprotective of their auxliaries. You know?
>>
>>34079175
Warhammer 30K have Phospex Grenades, so Nuclear Grenades is a very good idea.
>>
>>34089059

I was trying not to make them full fledged psykers, since giving Psykers to Tau feels wrong.
>>
>>34089107
Either you write about the Tau Psyker race and make them Psykers, or you don't. Don't try to keep one foot dry, man, dive headfirst in
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>>34089107
The Nicassar are a race made entirely of psykers, furthermore Humans have a high percentage of psykers and Kroot also have psykers if their Warspheres' warp drives are any indication.

Tau have psyker auxiliaries, and plenty of them.
>>
>>34080035
>toxin catapult tank House Ordos had in Battle for Dune
That was Harkonnen Inkvine Catapult!
Ordos had Deviator Gas.

But this reminds me that those Rad Troopers really reminds me those from Red Alert 2.
>>
>>34089107
Just do what the Yiffs do and make them not!psykers instead.
>>
>>34089176
Kind of the opposite of the point. The Nicassar are psykers in fluff, and we are definitely going to represent that in tabletop.

Also, gonna toss out ideas for the Kroot.

HQ:
>Kroot Master Shaper
>Kroot Shaman(Psyker)

Troops
>Kroot Carnivore Pack

Fast Attack
>Kroot Hound Pack
>Kroot Aviary Pack(Jump Infantry; Kroot who have eaten enough birds to fly)

Elites
>Krootox

Heavy Support
>Greater Gnaarloc
>>
Giant floating sphincters.
>>
>>34089156
Now that I think about it, yeah, it was probably Harkonnen.

Yeah, Desolators in RA2 were awesome, except when I accidentally deployed their radiation field in my own base.
>>
>>34089336
Sounds like an exclamation.

"GIANT FLOATING SPHINCTERS, BATMAN!"
>>
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>>34089336
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>>34089257
I'd use riderless Krootox as Elites and ridden ones with a wider selection of guns as HS.
Also perhaps a Shaper Council in a similar fashion to a Command Squad or Royal Court, psyker powers might be an upgrade for Shapers/Master Shapers instead of an HQ unit in its' own right.
Shaperate Guard as elite carnivores maybe?
Lesser Gnarloc riders as Fast Attack?
>>
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>>34081139
Picrelated is what you need for the concept, IMHO.


>>34089359
Accidents happen.

Also: Demiurg Tesla Trooper?
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>>34089257
>>Kroot Shaman(Psyker)
So, a Kroot that ate enough eldar or psykers to become a psyker himself?
>>
>>34089408
I was thinking born naturally as a psyker but this is much cooler.
>>
>42nd millenium
>playing Tau
>>
>>34089408
Kroot adaptation doesn't work that way.
The more of a certain race they eat, the more of its traits their descendants have, but the Kroot that does the eating do not change themselves.
>>
>>34089397
I am in full support of giving the Demirug some tesla weapons.
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>>34089081
What about having them do something to help counter enemy pskyers? A single one is more powerful than most other race's psykers, if more specialized.
>>
>>34089478
>What about having them do something to help counter enemy pskyers?
Maybe they could have a Psychic Hood?

>A single one is more powerful than most other race's psykers, if more specialized.
Source please
>>
>>34089453
I thought that the Kroot doing the eating does take on some of the genetic characteristics of what they eat.
>>
>>34089526
Genetic characteristics sure, physical characteristics no.
They've already developed, they're not going to grow new organs or anything.
>>
>>34089417
I'm pretty sure that there was a mention of Eldar eating Kroot that developed invisibility and psyker powers in the lore, probably FFG one. Checking lexicanum...
>The Silver Skulls of the Adeptus Astartes encountered Kroot that had assimilated DNA from the Eldar and gained powerful psychic powers, which allowed them to cover themselves in an illusionary disguise that hid their true nature, appearing instead as dark, midnight-blue creatures with smooth skin, long sinewy limbs, clawed fingers, and large amethyst-purple eyes set in a comparatively small, elongated face that came to a triangular point with two nostril slits at the end, no visible ears, and a mouth full of a double set of razor-sharp teeth. Their psychic disguise was only ruptured when their cerebral connection was broken, such as when their head was severed, after which they would revert back to their true Kroot form.
>They also displayed the ability to generate multiple psychic illusions of themselves in battle, which appeared to their enemies as completely corporeal and capable of causing harm. However the illusions were extremely vulnerable to psychic attacks and would dispel back into thin air when hit by one.
>The Silver Skulls recognised that Kroot with psychic potential posed a grave threat to the Imperium and recommended the planet where they were encountered on be cleansed.
Source:
>Primary Instinct (Short Story) by Sarah Cawkwell, from Victories of the Space Marines anthology
>The Silver Skulls arrive on a planet pursuing the Eldar but instead encounter another deadly form of xenos.


>>34089453
Well, it's been a time since I checked, but you get what I meant.
>>
>>34089526
It scrambles their genetics IIRC. Over time and generations they change.
I guess if a single Kroot lived long enough it would change, but they're not exactly long lived elves. Breed, attack, get mowed down, breed, eat, adapt, attack.
Honestly if they were green the Orks probably wouldn't even notice if they turned up one day in their camps.
>>
>>34089550
Not like psychic powers follow the normal rules anyway

>>34089574
This is precedent enough,
>>
>>34089492
Nicassar dhows are propelled solely by the psychic abilities of their captain. That's pretty fucking powerful.
>>
>>34089678

Oh, let me be the first to get really assblasted by your post and act really fucking defensive about it for no reason.

"Yeah, but are they as strong as an alpha-plus psyker? Those fuckers can crack planets in half with the snap of their fingers. I don't think so faggot. Read the fluff or go home instead of talking out of your ass like you know 40k like the adults."
>>
>>34089678
In game terms, they'll be about as powerful as any other psyker. Fluffwise, this is because they have to use some of their psychic power to levitate so the gravity doesn't crush them
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>>34089833
So how powerful should they be on the table top? The way I'm reading this is that you're not getting many in an army and they have very limited selections of psychic powers.
>>
>>34089878
I think they should be able to field squads of the lesser ones as a Brotherhood of Psykers unit
>>
>>34089878
You could always make them an artillery piece. They reside in a glass dome inside of some kind of walking cannon that blasts foes with raw telekinetic/psyker energy.

Sort of like that one Men in Black gun that had an alien inside.
>>
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Alright, Hrenian Radtrooper, pen & pencil version
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>>34089984
I like this.

I like it a lot.
>>
>>34089891
>>34089878

I dunno, they kind of never leave space normally. Their bodies can't really handle it.

Even a single Nicassar being on the battlefield is kind of a major fanwank move on our part. Realistically, they should never be there at all.

I'm okay with them being an overcosted/bad choice psyker unit when compared to the psykers of other races, so long as they are basically the only psyker unit that Tau can field at all.

The Tau are not supposed to be good at warp. Them having psyker units at all is a big step up. I don't think we have even seen Guevesa Psykers working for the Tau in a military role yet, and we KNOW what they can do and that the Tau almost certainly have at least some of them.
>>
>>34089984
I feel like it should still somehow retain the swooped back end of the tau helmet - like have it poke through a hole in the back of the hood or something - but that looks damned fine. Kinda reminds me of Rangers from Destiny.
>>
>>34089927
Nicassar Teleforce Battery.

>>34089984
Nice. Just a thought, two fingers and a thumb on each of the small arms, four fingers and two thumbs on the large arm.
>>
>>34089997
Thank you. By the end of this, I'll try to draw a full auxiliary lineup. Or maybe just a bunch of them stomping a mudhole in an ork or something. I'll figure it out.
>>
Do we actually want to say what they look like under their coverings, or keep it intentionally mysterious and unknown like jawas and sand people?
>>
>>34089984

It would be funny if the Hrenian being surrounded by radiation isn't even a weapon thing, but life support. Their biology might simply require such constant rad exposure for biological functions, kind of like how our bodies just sort of assume we are going to have a steady supply of oxygen.

This also means that, without protective suits, the Hrenians and the Tau cant even be in the same room normally.
>>
>>34090028
Nicassar don't travel through the warp either, they use hibernation and generational ships to travel interstellar.
>>
>>34078756
if it's firing pure streams of radiation, why not make it similar to the IG chem cannon? flamer template, etc?

captcha: from tsnforu
>>
>>34090142
Already wrote the rules. See here >>34078904
>>
>>34090088
There was an alien species like that in Star Wars. Their homeworld got bombed into radioactive slag and their bodies became so accustomed to it that they have to wear irradiated environment suits offworld. I think they also used it as a weapon too, but they mostly just tried to wail on jedis using metal sticks.
>>
>>34090088
I think that was Rules Guy's plan for them, to make it hard for them to survive in anything less than their native dosage of radiation.
>>
>>34090177
Rules Guy here. I was actually wondering what to do about that. Should we make them require radiation?
>>
>>34090204
Wouldn't that be a fluff thing instead of a rules thing?
>>
>>34090249
That's why I'm asking. I'm Rules Guy; if I was Fluff Guy, I'd know.
>>
>>34090177
>>34090204
I say yes, but the only effect on gameplay it should have is maybe being able to detonate one of them in a radioactive explosion should you shoot them in the right spot.

Think like grunts in Halo 3 with their methane tanks.
>>
>>34090204
Tough question because I'm not really sure what lack of radiation does to a person, like how lack of food, air or water can affect someone. If I had to pick, I'd say make it the kind of thing where they can go long periods without it, but it's not an instant death sentence, and perhaps it can be supplemented by other forces, like Chaos corruption, or Dayquil.
>>
>>34090274
Not everything radioactive explodes, you know.
>>
>>34090274
Not really how radiation works.

>>34090288
Probably a good idea. Not important to the rules.
>>
>>34090274
Sad that it wouldn't be a gas explosion. Grunt bottle rockets are one of the funniest things in the series.
>>
>>34090274
Does bring up a point, though. Should they be able to overload their Decay Fields or Radguns as makeshift mininukes?
>>
>>34090302
>>34090316
>>34090326
I know, which is why I said IF it had any impact on gameplay.

You could also maybe do a thing where dead Hrenians release a cloud of the -1 strength/toughness stat effect that their rifles induce, but it would probably be better off as a fluff-only thing.
>>
>>34090204
>>34090288
>>34090316
What about this:
- Every model sufficiently close to a Hrenian suffers from the Rad effect.
- Hrenians don't take a penalty from the Rad effect; instead, they take a penalty when they aren't affected by the Rad effect.
>Hrenians have to stay together or they become weaker.
>>
>>34090423
Certainly fits them in with the space commies
>>
>>34090423
I like it. Fits with the whole cockroach theme, too.
>>
>>34090423
http://vocaroo.com/i/s0iqOzbY7ei1

Here, did a line for any potential DoW-style things in the future.
>>
>>34090358
>>34090375
I don't think we should go with either of those.

>>34090423
Noxious Aura: At the end of each fight-sub-phase, after all casualties have been resolved, each non-Hrenian model in base contact with at least one model with this rule must make a Toughness test or suffer a -1 to their toughness, identical to that caused by Rad weapons

Sorry my output hasn't been as good as last night. The GF is supposed to get home from Nicaragua today, and I also have class in a few hours, so I'm a bit distracted.
>>
>>34090502
No problem

>>34090480
Fuck yes!
>>
>>34090540
http://vocaroo.com/i/s0Anxu2AYAKu

Made another one, probs not as good.
>>
>>34090502
Radioactive metabolism: At the end of each fight-sub-phase, after all casualties have been resolved, each Hrenian which isn't in base contact with at least one model with Noxious Aura must take a Toughness test or suffer a -1 to their Toughness, identical to that caused by Rad weapons. Furthermore, models with Radioactive metabolism cannot be affected by the Rad effect from Rad weapons.
>>
>>34090480
Too husky IMO. They should be constantly chittering and clicking and in constant communication with each other, since they have that whole "Swarm strong, individuals weak" thing going on. Which fluffwise could be part of the reason they joined the Tau.
>>34090502
I think there should be some slight distance to it further than base contact. Not much, but some.

You could also explain this as why they don't see much mixed-unit combat: despite their loyalty to the Greater Good, the fact still stands that they do not mix well with the other races of the Empire, meaning that Hrenian Troops are only deployed into larger units in the direst of circumstances. You could also do all sorts of shit with humans who are forced to work with them coming down with cancer and shit, but the Tau blame it on whatever threat they were facing instead for more propaganda darkness.
>>
>>34090624
I think I like Radioactive Metabolism better as a name. When I hear Noxious Aura, I think Nurgle.
>>
>>34090667
Hrm... good point. I was thinking more "hazmat-mask voice," but that makes more sense. Now if only I could DO that chattery, clicky voice...
>>
>>34090694
Same. Radioactive metabolism is the name. I'll hammer out how the rule works later.
>>
>>34090739
>>34090667
I still think you should nab some lines from the RA2 Desolators. I'd love to hear some Hrenians chattering in space-iraqi dialect.

"There goes the neighborhood!"
"Scorched earth!"
"Spread the doom!"
>>
>>34090877
Oh, forgot to put the link for the soundboards: http://www.soundboard.com/sb/yurisrevenge

in case you were interested. Desolators are towards the bottom of the list.
>>
>>34090794

Huh. I wonder...

If they have a radioactive metabolism, do you think they burn hot? I could see their body temperature being insane.
>>
For the radapult, could we let them radiate enemy vehicles into nuclear slag, load the husk into the catapult and then launch the resulting nuclear waste back at the enemy? Or would that be too complex/awesome?
>>
>>34090965
Too complex
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>>34090947
Even if not hot enough to be obvious, we could always give them a psyker or mutant unit that happens to have an overactive metabolism, turning them into a walking nuclear-radiated fire monster. Might be too much, but something to think about.
>>
>>34091006
I need this.
>>
>>34091028
Hrenian Lavaborn.

Y/N?
>>
>>34091069
>[Y]
>>
>>34091069
YES.

Alright... now on to the Galg. They're frog-like, what else do we know?
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>>34091069
I should say N because it's audacious, but it's 40k, so I vote Y.
>>
>>34091006
Maybe not even a psyker but some kind of tribal shaman (who could still be a psyker) who over-radiates himself in the nuclear vents of their homeworld in order to achieve enlightenment/oneness with their nuclear earthmother/whatever other beliefs we decide to give them, causing him to become a nuclear fire flinging madman.

The Hrenian Firespeaker.
>>
>>34091139
Well, the wiki offhandedly mentions that they're large, so I was thinking something like the Toad Demons from Jade Empire. Big, amphibious brutes that could give the Tau a melee specialist like Ogryns in the Imperial Guard. Only froggier.
>>
>>34091207
I would suggest leaping assault specialists, but aren't kroot already that?
>>
>>34091139
For some reason, their name made me think of the Galgamex.

Forget about the Galgamex!?
>>
>>34091159
For an elites choice you might want to look at large unstable unclear-powered exo-suits that have a chance to explode upon death (probably small blast rather than large), arm them with twin rad-grenade launchers or burning nuclear flamethrowers of hate.
>>
>>34091207
Could we convert Slaans at some point?
>>
>>34091301
Not anymore, I don't think. I heard they don't have as good survivability rate as they used to.
>>
>>34091207
I'd give them less armour than Ogryns and probably polearms or something.
>>
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>>34091081
>>34091139
>>34091151
>>34091159
>>
>>34091374
I love it.
>>
>>34091139

They are mercenaries that work for different races, and they hate humans. Their entry specifically mentions just how much they despise the Imperium for its xenocidal campaigns.

So... Id say they get a bonus of some kind against imperial units, and cant be in the same army as Guevesa. They get along with most of the Tau empire, but humans are the one thing they wont tolerate.

Frogs are not the greatest hunters, Id say they are probably slow. Make them terrible footsloggers, relying on vehicles to get around at high speed.

Maybe make them the Tau equivalent of bikers? As frogs, they are good at tracking small targets to tongue them out of the air... so they are probably pretty accurate at ranged and good at tracking erratic targets.

So they bike around, popping off shots, and they ignore the defense bonus from Jink because of their biological adaptation?
>>
>>34091440
Biker frogs that zoom around whacking their enemies in the face with their tongues?
>>
>>34091440
Not bad ideas. Would still love to give the Tau a big badass monstrous infantry unit at some point.

Though, the hatred of humans has been overused a lot for smaller xenos whose "worlds were destroyed by the Imperium and maybe Tyranids showed up and nommed most of them, etc.) Tarellians also had that backstory.

If we were going to add more lore to their fluff, I almost want to suggest making the Galg descendants of the Slaan, somehow.
>>
>>34091440
>Frog Bikers
Yes. Just stick some Slaan on motorcycles and give em shotguns.
>>
>>34091440
You, I like you.
>>
>>34091467

I was thinking more short range guns.

They are not going to be melee specialists, but the further away you are the further outside of their comfort zone the combat is. Even frogs don't have a tongue that is 300 meters long.

Think of it as shotgun jousting. They drive by you, passing within 3 or 5 meters, and blast you with something with a lot of stopping power but not a lot of range without so much as slowing down. At that sort of combat, they can shoot a gnat out of the air with a bb gun.

Give them a rifle at the gun range, though, and they are a terrible shot.
>>
>>34091440
Rules guy here. You wanna handle the Galg?
>>
>>34091582

For fluff? I can toss out ideas. Havent touched 40k in too long to make useful rules, though.

I like the fluff of the game more than I like the game of the game.
>>
>>34091581
Drawfag here. How big should they be?
>>
>>34091582
I find them less inspiring than the Hrenians, at the moment, but why not.
>>
>>34091581
I feel like they should at least be reliable in melee, if they need to be in shotgun range to be effective. Shotgun jousting sounds amazing, but they need something to fall back on if their bikes get trashed.
>>
>>34091704
>>34091628
>>34091581
Not to make them too orky or anything, but I feel like the Galg should be crazy awesome and with an astonishingly high survivability rate for insane shotgun-bike stunts. Maybe give them high toughness or 2 wounds? I'm feeling good about big, badass toad bikers with shotguns right now.
>>
>>34091440
>Galg

Make sure you throw some Battletoads in there!
>>
>>34091758
I want them to have a unit called the Battletoad
>>
>>34091758
Given that they're huge, high toughness/multiple wounds is a given.
I expect them to ride around on bikes the size of warbuggies with shotguns built like small cannons.
>>
>>34091798
>>34091802
Toadmind.
>>
>>34091628
I'm thinking somewhere between human and ogryn size. Right now, I think Kroot are the tallest established race in the Empire, and not by much. Vespids and humans are only a little taller than Tau, and Demiurg, Tallerians, and possibly Hrenians are, at their tallest, Tau height. No idea how big Nicassar are, but they're pansy sorcerers anyway. The Empire needs something that looks big, bad, and intimidating.
>>
>>34091868
Tarellians can get pretty tall actually iirc.
Most of them are smaller than humans, but their pack leaders are disproportionately massive.
>>
>>34091628
I'm thinking literally just import the Slaan over.
>>
We Cherno Alpha Now
>>
>>34091924
Are there any Slaan models that aren't of the lazy fatasses just loafing around on their thrones?
>>
>>34091758
Eh, if we make them Spess Mahreen sized we'd have a decent excuse for them to be T4, factor in the bikes and they'd be T5.
Given that mahroons already are stupidly tough for their size this seems reasonable.
>>
>>34091974
Careful with that Gamma Radiation. Some enemies are angry enough as it is.
>>
>>34091974
Alpha radiation should have high S, low AP and ridiculously low range, Gamma should have low S, high AP and ridiculously high range, Beta should be somewhere in the middle.
>>
>>34092041
I'll just swap the names of Alpha and Gamma then.
>>
>>34092057
Actually, belay that.
Alpha should have low if any AP, more likely AP- Range 6" than anything else, but with S9 or 10.
Gamma should probably be AP1 Range 144" or something stupid like that but with only S3.
>>
>>34092117
Considering it's a nuclear reactor with legs, I'm going to sacrifice scientific sense for the sake of making it a useful unit.

With that, we have one Hrenian unit for each force organization slot.
>>
What do you guys think for armor and such? Little, a lot, Tau-style, something unique to them?
>>
Just so you guys know this thread is probably getting close to getting deleted since 300ish is, I think, the auto delete point. Someone should archive this thread soon so we don't lose it
>>
>>34092171
For the Galg, I mean. Also, do we want hover/jet bikes, or wheeled bikes?
>>
>>34092171

The Hrenians need their radiation to survive, so that means an exo suit. Their whole body should be covered, but with vents on it so they can flood the surrounding area with deadly radiation in combat, but turn that off when they don't want to fry their allies between fights.

Make their armor be a mashup of two different styles. Like, come up with a much heavier and blockier armor design, and then integrate the usual Tau doodads onto that. Their armor uses Tau tech, but it is not armor made by, or for, Tau.

So, a rougher and blockier helmet, but still with Tau optics because Tau optics are GOOD. Tau antennas because they use Tau comms. That sort of thing.
>>
Do the Tau use any abhumans as infantry? It'd be cool to see how they would support a non-IG army.
>>
>>34092230
I think it's already been archived here: http://archive.foolz.us/tg/thread/34074936/
>>
>>34092237
I think something of a cross between hoverbikes and the hovercraft we use to get across swamps.
>>
>>34092171
I feel like it should be somewhat skintight, like a wetsuit, just to contrast them with space marines. Rather than being bulky and wearing armor, they're just bulky naturally.

>>34092237
I'd say hover bikes. It fits into the Tau's tech well.

Overall, I feel like we should try and make the Galg fairly high tech and streamlined, just so they don't end up being frog orcs.
>>
>>34092268
Oh damn! I never thought about airboat/bikes. I need to draw that soon.
>>
>>34092248
I don't think they should require radiation to survive. Squat people in environment suits would come out too similar to Mass Effect's Volus

I imagine them with some sort of robe covering most of their body, a tau looking helmet, and a big backpack that projects the Decay Field
>>
>>34092237

For the Galg? They probably have hover bikes, because the Tau have that tech and no reason to be skimpy with it.

For armor... decision time.

Frogs breath through their skin, but also need a lot of water.

So either very little armor so they can breath air, or an entirely contained system so their suits can be filled with water instead.

One or the other, not a lot of room for middle ground.
>>
>>34092309
Yeah, we've been going with heavy robes for the Hrenians up until now. As seen here: >>34089984
>>
>>34092322
We can always eschew certain frog characteristics and explain it away what with them being aliens. So long as it suits our purposes to make them look cool.
>>
Galg Brutegunners:
WS BS S T W I A Ld
4 3 4 4 1 2 1 6

Is that alright for basic infantry stats? This is without their bikes.
>>
>>34092533
Oh wow, I didn't think it would shift the spaces over so much. Hold on, let me reorganize that:
WS(4) BS(3) S(4) T(4) W(1) I(2) A(1) Ld(6)
>>
>>34092533
Basic Guardsmen are Ld7, I can't imagine many troops being notably worse than that.
>>
Hmm, it's just struck me.
Hrenians are buffed by radiation, right? So why would they have developed radiation-based weapons?
I also think they shouldn't be nothing but their gimmick, maybe their soldiers could wields autoguns by default with rad-rifles as special weapons?
>>
>>34092322
They armor as necessary depending on conditions. I'm imagining the bikers riding sport style, leaning forward, and only raising up to fire so they have a helmet and backplate,but their chest is bare.
>>
>>34092568
The racka disciprine
>>
>>3409265
Kind of a stupid pun, but is anyone opposed to Galg melee specialists with chainswords called Dissectors?
>>
>>34092714
Why chainswords? Why not oversized scalpels?
>>
>>34092641
Maybe their home world weapons were cyro or melta based? Overheat or chill their reactions until they cease functioning.
But if you can make a weapon that you're immune to but everyone else dies to, you're going to use that against everyone else.
>>
>>34092815
Yeah, I guess.
I just don't like it when a race, no matter how cool, does only one thing.
I stand by my idea that Hrenian rad0guns should be supported by kinetics.
>>
>>34092865
They shoot bullets that put out bursts of radiation, you know. >>34079806
>>
>>34092865
I'm not sold on the psyker unit to be honest. Eating radiation to get psychic powers in a race that needs radiation to survive is like having a guy breathe pure oxygen and being able to read minds.
>>
>>34092865
I'm sure we can add more variety to their wargear as we continue, but most factions have at least one signature weapon. Bolters, lasguns, pulse rifles, gauss flayers, etc. I'm sure we can give them some non-radiation guns in their armory, too.
>>
>>34092760
At that point, we could do oversized chainscalpels. Short range but great AP.
>>
>>34093143
They don't gain the psychic powers by eating radiation. They're psykers already. I think I will go remove the references to nuclear stuff and make it straight pyromancy though.
>>
>>34093226
Aw, you sure? I really liked the whole Blight/Neutro thing they had going on.
>>
>>34093260
Well, they still turn into radioactive lava, but that's just from the psychic power. Got rid of the mention of "harnessing the nuclear energy within themselves"
>>
>>34093260
You have to tone it down or be subtle/roundabout with it. Otherwise you've got nuketroopers with rad guns firing gamma bullets riding on decay tanks dropped from neutron planes launched from fission space cruisers.
>>
>>34093302
Maybe they focus it through the nuclear energy? Flavouring it, sort of.
>>
>>34093302
As long as still have the whole, nuclear firefuckball monster thing going on, it's cool.
>>
>>34076496
Vespid Female.
>>
>>34093386
I thought they did a hive queen sort of thing, so their wimminz wouldn't be capable or numerous enough for combat. Though, I might be wrong about that.
>>
>>34093332
I decided to tone it down. >>34093318 was right, things were getting to the point of being "Nuke-X troopers"

>>34093372
Oh we still have that.

>>34093423
Not all bug females are Queens. Maybe some sort of Vespid Skylord.
>>
>>34093318
I think you forgot that this is 40K.
>Khan ovalsh
Not sure who it is, but might be useful.
>>
>>34093423
No, they're sort of semi-hive people.

Vespid females rule the Vespid, but they're not Queens exactly.

I mean the females rule specifically because they're big and tough enough to mine the energy crystals.
>>
>>34093332
Or, building on this.
Perhaps their homeworld is so irradiated due to a strange highly radioactive warp crystal that forms the core of the planet, due to tectonic and volcanic activity a shard of this crystal occasionally surfaces, it is this crystal that the lava dudes use to focus their power, which transforms them into a golem of radioactive lava.
>>
>>34093468
It may be 40k, but Wolf Wolves is one of the most common complaints about the Space Wolves codex. I just want to tone it down enough to avoid that.

>>34093488
I might use that for an HQ character, some sort of Lavaborn leader
>>
>>34093468
Aside from the Wolves, which most people mock for it, there isn't really anyone else so obvious about beating a theme to death.
>>
Alight, I have to head off to classes. Back in a few hours, /tg/

Anyone else, feel free to start a new thread, since we're autosaging now. Here's the link to the Hrenians doc

https://docs.google.com/document/d/1bxaEvBp76vLU6DCM93ZOrqg5F83cUHD55cv2jbrngxY/edit
>>
>>34093518
We're autosaging, perhaps a new thread?
>>
>>34093531
>>34093518
I do think a bit more variety in their options might do them some god, so they're not just limited to radiation for theme. Maybe a general survival theme? Give them resistance to fire and cold, electricity, etc. Make them the hardy envirotroopers for the Empire
>>
>>34093584
>>34093575
Alright, yeah. This was a great start, and the Hrenians are almost done, so I'm going to start a new thread to continue them and focus some more on the Galg.
>>
>>34093600
Well we are keeping it limited to one unit per slot since they're auxiliaries so keeping a singular theme helps since they're supposed to be fielded with other stuff.
>>
>>34093650
We're not keeping it limited to one unit per slot, we're trying to get every race to at least one unit per slot with some room for extras if it's warranted.
And we can just implement changes and options for existing units instead of creating whole new ones.
>>
>>34093705
I don't know, the more we keep adding to a single race the more we risk losing focus on trying to turn out rules for a variety of races in the Tau.
>>
>>34093782
In this thread we've almost completed the Hrenians, started on the Galg and begun laying out a framework for the Kroot, we'll be fine.
>>
New thread is started: >>34093819
>>
Tarellian dog soldiers

WS (4) BS (4) S(4)T (4) W (1) I (2) A(2) Ld (7) Sav(3+)

Tarellian battleleader improves A by 1
Tarellian manhunter improves BS by 1

Equipment. Plasma carbine, Tarellian surpession shields, Grenades, Segmented Tarellian battleweave. Maybe replace Plasma carbine and surpression shield for a thermal lance and a wardshield.

Special rules: Cold blooded, Hatred: Humans, fleet, Hit and Run.

Plasma carbine: Range 18" Str 6 AP 3 Assault 2.

Wardshield: 3++ save on charge 4++ any other time, may be used as an additional hand weapon

Thermal lance

On charge: S user X2 AP 3
Not charging: S user +2 AP 3 Unwieldy

Surpression shield: Any attack 18" or more away from the Dog soldiers reduces it's strength by 2. anything 12" or further away reduces by one.

Tarellian battleweave: a Combination of advanced heavy plating and a Dog Soldiers thick scale armor produces an extremely well protected front for attacks

Cold Blooded: Tarellian Dog soldiers roll three dice for leadership and discard the highest result.


Space Saurus hyper specialised in shitting on most things the Imperium has to offer, Tau outfitting them with tech to make them counters to space marines specifically.

Two tactics, Lancers run up, charge the fuck out of things, then either grind down the remains or keep charging.

Hunter's skirt the 18" range, trying to outshoot shit.



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