WH Wh40k: en tråd om Xeno Minoris

Gamiel

Myrmidon
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Warhammer 40 000 har flertalet mindre xeno-arter som inte lämnar lika stort avtryck som de fraktioner som har sina egna arméer, men det betyder inte att de kan vara av intresse för folk som motståndare eller rollpersoner, specielle om man kör på den nivån som de flesta av GW:s rollspel utspelar sig. Den här tråden är för att dela egna och andra tankar om etablerade kanon mindre xeno-arter, dela med sig av sina egna idéer eller dela andras påhittade grejer.

Jag börjar med ett koncept stulet från ett annat IP o omarbetat (i san GW anda):

"Rödmedikus är parasitiska dubbelgångare-xenos med förmågan att skapa en illusion runt sig som får andra att se dem som en icke-fientlig medikus av annars obestämt utseende. Ser man igenom deras illusion ser man en humanoid med halvgenomskinlig röd hud och ett huvud som påminner både om en manet och en röksvamps fruktkropp, trådiga tentakler hänger som skägg runt dess mun, o ibland från andra ställen. Den ser genom ett gäng prickliknande svarta ögon just under huden på dessa ”ansikte”, o när den behöver se bättre (eller bakom sig) växer den nya, som den sedan återabsorberar. De klär sig ofta i ett hopplock av kläder, många gånger av medikus typ, det är okänt om den gör detta för att på något sätt förstärka sin illusion men det har observerats att folk som har blivit snärjda av en naken rödmedikus illusion inte efteråt hade någon uppfattning om att vad de trodde var en rogue-doc* inte var klädd.

De livnär sig genom att skapa en parasitisk länk mellan sig själva och människor (och även andra väsen, de har bl.a. identifierats parasiterande vid sidan av orchiska smärtpöjkar), som låter dem absorbera energi från sitt offer på ett avstånd som tycks kunna vara upp till en mil. De skapar denna länk genom att erbjuda sig, i sin illusion som medikus, hjälpa någon skadad. För de som ser igenom illusionen kommer de se rödmedikusen injicera sina tråd-tentakler i de skadade ytorna där de injicerar en cocktail av biokemikalier som påskyndar läkeprocessen och får den injicera att tro att hen är i bättre form än hen egentligen är. Många rödmedikuser utför också första hjälpen efter att ha gjort detta, vissa av dem har också förmågan att hela användande psykiska krafter (alternativt, har det föreslagits, har alla denna förmågan men inte alla rödmedikuser väljer att använda den). Samtidigt som rödmedikusen gör detta upprättar den en psykisk parasitlänk med sitt offer."

Rödmedikus är baserad på Redmedic från Yellow King rollspelets Stora kriget-setting.

* översättningsförslag mottags gärna.
 
Och hur Rangda verkar ha varit helt extraordinärt motbjudande och skulle ha varit ett jätteproblem om man inte faktiskt lyckats utrota dem med en gigantisk insats i det största kriget under hela Great Crusades (en av de bästa kandidaterna för var man tappade bort två hela legioner).
 
Och hur Rangda verkar ha varit helt extraordinärt motbjudande och skulle ha varit ett jätteproblem om man inte faktiskt lyckats utrota dem med en gigantisk insats i det största kriget under hela Great Crusades (en av de bästa kandidaterna för var man tappade bort två hela legioner).
Rangda skulle jag räkna som en Xenos Majoris på sin tid med tanke på vad de tillförde Imperiet.
 
Påhittat av andra:

CODEX: XENOS MERCENARIES by Wolfdawgartcorner | Reddit
oss9j65g0vs91.png

"
(FOREGROUND) Umbrax Bloodsucker- Hailing from a collection of shadow worlds deep in the Grendl stars, the Umbrax are an alien mercenary that employ the use of sonic weaponry, they have excellent night senses and a sense of hearing which makes them particularly deadly in the darkness of the void. One strange habit of note is their method of creating oxygen, unlike humans the do not gain their oxygen from the act of breathing, instead they create the oxygen they require to survive through drinking the fresh blood of their prey (which if you are unfortunate enough to be boarded, is you)

(LEFT SIDE) Agaricus bisporus intelligentes - More commonly known as “Red Caps” - Red Caps are technically classified as a type of sentient Flora from a series of classified worlds (some surmise (quietly) this is due to several inquisitors using these creatures in their retinue.) They are strong and despite having no form of verbal communication, are intelligent and adaptable creatures. They are almost completely immune to disease, even those born of the warp. Unnervingly, their main form of survival is digesting decaying matter, which includes sentients (who may not have been dead before their encounter with a red cap…) They produce a fog of bio luminescent fumes that are best not inhaled

(RIGHT SIDE) Fogg Conglomerate - The Fogg are a nano xeno, a swarm of microscopic creatures that band together as a gestalt smoke-like organism. Fogg are extremely dangerous, as they can posses both mechanical and organic subjects through some means, taking control of the hosts functions. Fogg mercenaries often operate large mechanical multi tendriled suits, often filled with the decomposing remains of their current host as they feed on what’s left in search of a new one. They are apparently intelligent and are able to operate machinery and communicate as one via some form of sign language.

(BACKGROUND) - Sphyrnid Marauder - Sphyrnid’s are an xenos species found somewhere in Tau space, indeed most known sightings of the creatures have been as tau auxiliaries. All that is known about them is that they are particularly good navigators in any form, whether scouting a planets surface or conducting an armada in space. This makes them fantastic in boring missions, as navigating even a complex ships layout is quickly accomplished by a Sphyrnid. They are described as something similar to an ancient Terran species known as a “shark,” and, like said species, they do not appear to have the means to walk, but instead are fitted with anti gravity nodes that allow them to float when not in the waters of their home world."
 
Mer andras idéer:
Xenos Threat: "Grey" - First Martian Civil War/Unification Era by Wolfdawgartcorner | Reddit
yaz04cbiqitf1.png

"perhaps mankind oldest Xenos threat, Greys are believed to have come from another galaxy, the (fortunate) realitive low numbers of their kind is attributed to some malfunction in their mode of universal travel. Generally pirates they were scattered until the age of strife, when the largest incursion of Greys descended on Mars during the Martian civil wars, it is unknown why they suddenly attacked, but many surmise they finally located the missing element required for their return to their own galaxy as after this surprising attack, Grey's disappeared from the Milkyway."
 
40k tolkning av dryader som xenos minoris:
via https://www.deviantart.com/drawbba-the-hutt

WH40k: Hamad Concepts
wh40k__hamad_concepts_by_drawbba_the_hutt_d58ksos-fullview.jpg

"
These drawings took a while, but I'm glad I'm finally able to upload them. Allow me to introduce my new xenos race for Warhammer 40000, the Silvans. The two figures I've drawn here belong to one of the four silvan subraces, the Hamads. Within the hierarchical society of the silvans, the hamads fill the role of a slave caste. They are short-lived, densely populated, fiercely obedient half-plant,half-animal hybrids that serve as cheap labor, cannon fodder, and an accessible food source for the greater silvans.

The silvans in general: Silvans are a plant-based xenos species in the Harzod Sector, in the Ultima Segmentum of the Milky Way Galaxy. In the 35th Millennium, during the Harzod-Gilranth crusades, the Imperium of Man annihilated the silvan homeworld of Yggdra, and sent the barely-spacefaring silvans into decline as they sought refuge from their attackers and a new home from which they might claim vengeance. After thousands of years, the silvans adapted to their nomadic existence and evolved into four new subraces; the Hamads, Kodamads, Spriggads, and Etunads. The Hamads are slaves, Kodamads are psykers and priests, Spriggads form the military, and Etunads are artisans and politicians. Much like the Eldar and Dark Eldar, the Silvans exist in a number of divided groups based around their mobile, living planets, the World Trees or "Yggdrasil", from which they wage war on their enemies, and primary food sources. These Yggdrasil are all in alliance with one another, and when more than one form up in a cohesive team, they are referred to as an Axis. When all of these axes team-up into one great force of silvans, it is referred to as the Silvan Axiarchy. In terms of religion, the silvans worship the living goddess of their homeworld, also named Yggdra. By the 41st Millennium, they treat her as a Chaos goddess, due to their complex relationship with Chaos and the Warp. Whether she's real or not has yet to be made clear. On the tabletop, I imagine the Silvans to be a precision-based army that revolves around using guerilla warfare and sneaky tactics to undermine their opponents. They prefer underhanded and subversive tactics to straightforwardness, and are more likely to assassinate an Ork warboss than take on his horde in open warfare, etc.

Hamads, as drawn here, are the bottom-barrel race of the silvans, and serve the Axiarchy much in the same way the Imperial Guard, Grots, Gaunts, Eldar Guardians, and Chaos cultists serve their respective forces. There are far more hamads than any other silvan race, but they are very short-lived, and rarely make it to a natural death. They are brainwashed from birth into doing everything they possibly can to serve their silvan masters, in any way they can; from being used as cannon fodder, to being worked to death building fortifications, to being sacrificed and eaten by hungry spriggads. At any given moment, expect a hamad to be doing one of four things: fighting on the frontlines, working, getting eaten, or having tons and tons of sex to make more of them.

Hamads, unlike the other three silvan races, were made artificially by the silvans, and are not plants, instead being half-animal,half-plant organisms. When the silvans fled their dying worlds, they pillaged and raided human settlements in the Harzod Sector and took many human slaves. Eventually, they began to genetically alter their slave population and fused silvan DNA with human DNA, to produce the first hamads. A small population of hamads have eldar DNA instead, due to the alliance between the silvans and the Exodite eldar enabling them to enslave a few eldar prisoners and add their genes to the hamad project. by the 41st and 42nd Millenniums, the hamads are happy to serve their masters in any and every way, and might actually be the first species I've come up with that have more balls than the Imperial Guard. In the military, these slave soldiers act as the perfect "tarpit" units, throwing themselves in large numbers at enemy lines in the hopes of distracting as many as they can while taking whomever they can down with them, until their much more powerful spriggad commanders swoop in for the kill. I imagine them having a special rule that allows them to hide superior units in their hordes, waiting for the perfect moment to pop out and take advantage of the confusion. Hamads are very lightly armored and lightly armed, usually just with whatever ramshackle armor and melee weapons they can find or make themselves, but their willpower and resistance in the face of inevitable death make their massive numbers a force to be reckoned with.

That should be about it, but I'm going to upload the Spriggads and Kodamads next. The Silvans are an idea I'm very proud of, and they'll pop up more and more as my stories take form. I designed them mainly so I could have an unorthodox alien force in the Gilranth and Harzod sectors without needing to rely on the Eldar, who I'm not too familiar with, and the Tau, who aren't close enough to my sectors to be conceivably involved in the wars there. I'm really happy with how I've made these races, and as always, you guys are free to use them however you want. Since I love taking fantasy races and spinning them into sci-fi races, just like Games Workshop did when they made 40000, the silvans represent the tree-people of fantasy and folk tales. You know, dryads, spriggans, kodama, ents, treants, etc. Hamads represent the dryads, and their name comes from the term "Hamadryad"(google it). Despite the fact that none of their species influences come from China, I wanted all of the silvans to have sort of a chinese influence, especially in their language and armor, which is more obvious with the spriggads. TL;DR, the Silvans are a species of carnivorous, alien plant-people that eat everyone else and turn sunlight into cocaine. Awesome.

Before I go, here are some words for other races in the Silvan language:
- Humans: "Food"
- Eldar: "Food"
- Forces of Chaos: "Soul Food"
- Orks: "Fast Food"
- Tyranids: "Delicacies"
- Dark Eldar: "Junk Food"
- Tau: "Happy Meals"

The only people they won't eat are the Necrons (because they can't) and the Exodites (because they're friends, which is a nod to the relationship between Wood Elves and Dryads from Warhammer Fantasy). Ironically, silvans love the taste of Tyranids, and hunt them for food whenever they can.

Warhammer 40000 is owned by Games Workshop"



WH40k: Spriggad Concept
wh40k__spriggad_concept_by_drawbba_the_hutt_d58kx8h-fullview.jpg

"[Upprepning av de två första styckerna under bilden avan]

Spriggads, as drawn here, are sort of a Warhammer version of the Elites from Halo; powerful, tall, and proud warriors who do everything in their power to destroy the enemies of the Axiarchy and feast on their corpses. Until I make some more, there are two main disciplines that spriggad soldiers follow - Splinters, who are ranged-specialists and elite marksmen; and Thorns, who are elite melee units that fight along with the hordes of hamad cannon fodder. Spriggads specialize in dexterity and precision over raw power, although they are more than capable of slaughtering humans with ease, they compensate for their lack of numbers compared to orks and tyranids, and power compared to space marines and necrons, by being great guerilla warfighters and masters of stealth and subversion. The average spriggad splinter is trained to be as good a sniper as a Vindicare assassin or eldar pathfinder, and they utilize spiked projectiles coated in acid or poison, and even explosive tips to take on a number of different enemies. Thorns are versatile and deadly melee warriors, and utilize a number of human and eldar influenced weapons to decapitate their foes.

Unlike kodamads and etunads, and a lot like hamads, spriggads can walk around freely and don't need to root themselves into the ground for sustenance, instead devouring meat from animals or their fallen enemies. Unlike hamads, spriggads are mono-gender plants, though their personalities can carry implications of being more feminine or masculine than other spriggads, etc.

That should be about it, but I'm going to upload the Kodamads next, but the hamads are already uploaded. I don't think I'm going to upload the etunads until later on. The Silvans are an idea I'm very proud of, and they'll pop up more and more as my stories take form. I designed them mainly so I could have an unorthodox alien force in the Gilranth and Harzod sectors without needing to rely on the Eldar, who I'm not too familiar with, and the Tau, who aren't close enough to my sectors to be conceivably involved in the wars there. I'm really happy with how I've made these races, and as always, you guys are free to use them however you want. Since I love taking fantasy races and spinning them into sci-fi races, just like Games Workshop did when they made 40000, the silvans represent the tree-people of fantasy and folk tales. You know, dryads, spriggans, kodama, ents, treants, etc. Spriggads represent the spriggans, like the tree-spirits from the Elder Scrolls franchise, and their name was adjusted after I made the hamads and decided I wanted all of the silvan races to end their names with an -ad sound. Despite the fact that none of their species influences come from China, I wanted all of the silvans to have sort of a chinese influence, especially in their language and armor, which is more obvious with the spriggads than with the other races."



WH40k: Kodamad Concept
wh40k__kodamad_concept_by_drawbba_the_hutt_d58l0dh-fullview.jpg

"
These drawings took a while, but I'm glad I'm finally able to upload them. Allow me to introduce my new xenos race for Warhammer 40000, the Silvans. This figure here is one of the races of the silvans, the Kodamads.Within the hierarchical society of the silvans, the kodamads fill the role of a psyker caste. They are tall, lanky, wooden plant-aliens that serve their peers as wise philosophers and devout priests, and serve in the military and fleets as navigators and powerful psykers, supporting their fellow silvans however they can.

[...]

Kodamads, as drawn here, are powerful psykers and have a special connection with the Warp. When the silvans were forced away from their homeworld and began tinkering around with stolen technologies and ideas from the eldar and the Imperium, they began to toil in the Warp, and became susceptible to its energies and influences. The silvans' psyker population grew, and mutated, evolving some of the silvans into the kodamads. Like human navigators, kodamads evolved a third eye in their foreheads that other silvans lack, which allows them to better perceive the Warp and psychic energies. Most kodamads are fairly powerful, but few reach into the beta range and become truly powerful. They have a noticeably low risk of having their heads explode, however, and they seem to have a better hold on the effects tyranids have on the Warp when they draw near. In terms of powers, Kodamads generally have the same abilities that eldar and human psykers have access to, mainly because I haven't given too much thought to original powers for silvans. Will probably work on that soon. Anyway, psykers from other silvan races are not unheard of, but they're very rare, while kodamads are always psychic. Unlike spriggads and hamads, and more like etunads, kodamads can root themselves into the ground to feed on nutrients, but unlike etunads, they don't need to eat this way, and have mouths and digestive systems through which they can eat meat like spriggads and hamads do. Kodamads have a hard time moving on their roots, which you can see under their robes in the drawing, and many of them prefer to float around for mobility. Unlike hamads, and like the other two races, kodamads have no sexual gender, though their personalities might seem more feminine or masculine depending on the individual.

That should be about it, but I've already uploaded the spriggads and hamads. I don't think I'm going to upload the etunads until later on. The Silvans are an idea I'm very proud of, and they'll pop up more and more as my stories take form. I designed them mainly so I could have an unorthodox alien force in the Gilranth and Harzod sectors without needing to rely on the Eldar, who I'm not too familiar with, and the Tau, who aren't close enough to my sectors to be conceivably involved in the wars there. I'm really happy with how I've made these races, and as always, you guys are free to use them however you want. Since I love taking fantasy races and spinning them into sci-fi races, just like Games Workshop did when they made 40000, the silvans represent the tree-people of fantasy and folk tales. You know, dryads, spriggans, kodama, ents, treants, etc. Kodamads represent the kodama, a tree-based youkai from Japanese mythology, and their name was adjusted after I made the hamads and decided I wanted all of the silvan races to end their names with an -ad sound. Despite the fact that none of their species influences come from China, I wanted all of the silvans to have sort of a chinese influence, especially in their language and armor, which is more obvious with the spriggads than with the other races."
 
Del 2:

WH40k: Skogzhao Dryads
wh40k__skogzhao_dryads_by_drawbba_the_hutt_d8erixf-fullview.jpg

"Was in the mood to draw some mutant plant people. Compare with this older concept of them: WH40k: Hamad Concepts

Dryads are the most populous of the Skogzhao, genetically engineered over millennia to be the perfect slave race, mutated from human and eldar captives and Skogzhao genes into their current, twisted forms. They are the labor, cannon fodder, and primary food source for the monstrous Skogzhao kingdoms across the stars, and form numberless hordes to be thrown at prey during the many wild hunts their vicious masters embark on. Once upon a time, the Imperium made attempts to rescue human captives that would become the ancestors of these broken people, but by M41 the mutated Dryads are too far-gone to ever be human again. Little more than xenos-hybrid pets for the wicked treemen. Dryads are completely brainwashed and subservient by their masters, committing to their every whim and eagerly submitting themselves to pain, death, and consumption by the depraved Skogzhao. Even in death they still serve, as the plantlike parts of their deformed bodies are cast into the defiled Briar Circuits of the Skogzhao Yggdrasil, and their husks are reforged into materials, weapons, and armor to be recycled back into the forces of the wild hunts. Worse still, they may be raised as an undead Strawman or Scarecrow.

In combat, Dryads are specifically fielded as dedicated tarpit infantry, the perfect cheap hordes of cannon fodder to throw at their masters' quarry. Unlike their tactically-minded superiors, Dryads will never retreat or hesitate unless their masters order them to do so. They are also capable field engineers and technicians, maintaining vehicles, equipment, and fortifications when called upon. The basic Dryad unit, the Trapper, is about the cheapest Skogzhao unit, and excels in tarpitting as cannon fodder, or setting up traps in the warzone to better assist their masters in snaring their prey. For a few more points, you can also form them into Fireworks Teams, which can blanket the battlefield in rocket artillery. Dryads typically have terrible equipment, but spending some points or collecting war trophies can make them all the more formidable. And if push comes to shove, they can match the best when it comes to human wave tactics.

These were fun to redesign. Stay tuned for more carnivorous, sunlight-addicted, chinese-viking treemen in space."



WH40k: Skogzhao Spriggan
wh40k__skogzhao_spriggan_by_drawbba_the_hutt_d8emli0-fullview.jpg

"Finally getting into drawing concepts for these guys. Compare and contrast with the last time I drew them: WH40k: Spriggad Concept

This might not be the final version, as the whole codex is still a work in progress, but I'm digging it so far. Spriggans are the face of the Skogzhao, and oftentimes the rulers of their misbegotten kingdoms. They are the warriors and officers of Skogzhao militaries, and are among the most fearsome soldiers in the galaxy. Tall, powerfully-built, cunning and fearless, the Spriggans are central to the fear the hungry treemen generate in the hearts of their prey. They are versatile on the battlefield, and effortlessly shift from commanding Dryad hordes or sharpshooting from the rear to powering into the frontlines and tearing their food apart in melee. Like most Skogzhao, their armor is grown out of their own bodies, shaped and smithed as a part of their wicked physique by the twisted machinations of the Kodama alchemists. Those Spriggan hunters that claim the most trophies, kill the greatest prey, and command the greatest armies are most likely to crown themselves Erlking, and Spriggan kings and characters are the most basic of Skogzhao HQ choices. Other than Dryads, they are the most common Skogzhao unit type. As with the rest of the Skogzhao army, Spriggans grow exponentially more powerful the greater trophies they take on the battlefield, and even stronger still if you get them high on sunlight.

Stay tuned for more carnivorous, sunlight-addicted, chinese-viking treemen in space."
 
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