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Xenomite Thread

 Post subject: Re: Xenomite Thread
PostPosted: Mon Sep 26, 2016 11:12 am 
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Will there be titan sized hungry space bugs too?


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 Post subject: Re: Xenomite Thread
PostPosted: Mon Sep 26, 2016 2:15 pm 
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Oh yes.

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 Post subject: Re: Xenomite Thread
PostPosted: Tue Sep 27, 2016 12:35 pm 
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deacon wrote:
Oh yes.


A (very) little part of me wish you had said no, so i would not have to stop myself from biting my toenails while trying to wait :)

Looking forward to them


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 Post subject: Re: Xenomite Thread
PostPosted: Sun Oct 02, 2016 3:30 am 
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And will there be some medium sized creatures as well? The equivalent of MBTs and IFVs and support vehicles, I'm hoping? :)


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 Post subject: Re: Xenomite Thread
PostPosted: Sun Oct 02, 2016 4:51 am 
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Yes - that's coming before the bigger bugs.

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 Post subject: Re: Xenomite Thread
PostPosted: Sun Oct 02, 2016 9:56 am 
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Excellent!


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 Post subject: Re: Xenomite Thread
PostPosted: Fri Oct 14, 2016 12:57 am 
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Will the bugs be more leg based or will there be some centipede or snake based locomotion?

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 Post subject: Re: Xenomite Thread
PostPosted: Fri Oct 14, 2016 1:11 am 
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There will be centipede / snake guys.
Any concepts you want to throw out there?? Common traits - no visible eyes, 6 limbs, generally semi-quadrupedal when they move like a bear.

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 Post subject: Re: Xenomite Thread
PostPosted: Fri Oct 14, 2016 1:00 pm 
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How about something like the alien queen with a giant birthsack whos continues births small, but deadly, critters. Maybe a clumsy flying version that crashes and spawns xeno-lings, there could also be a version of it with guns or biological barb wire, changing the terrain.

A tunnel burrowing specialist.

A one time use specialist machine killer, who attaches it self to the tank or walker and sends in tentacles and critters to kill of the machine.

A swarm of footlong critters swarming over a destroyed machine or ruin, like rats.

Brain-bug.


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 Post subject: Re: Xenomite Thread
PostPosted: Fri Oct 14, 2016 6:29 pm 
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Hmm, I'd like some larger infantry units, make them akin to beefy centaur creatures, give them various types of close combat weapons and ranged weapons.

Can't help but think of Zoats here...

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 Post subject: Re: Xenomite Thread
PostPosted: Fri Oct 14, 2016 6:31 pm 
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Great ideas guys :)

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 Post subject: Re: Xenomite Thread
PostPosted: Fri Oct 14, 2016 11:05 pm 
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Quote:
How about something like the alien queen with a giant birthsack whos continues births small, but deadly, critters.


Yes, I like this idea as well. Rules will have to limit how many it can birth at a time otherwise it'd be unstoppable, but great concept.

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A one time use specialist machine killer, who attaches it self to the tank or walker and sends in tentacles and critters to kill of the machine.


Like a commando-type assault infantry? I agree in principle.

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Brain-bug.


This is one thing I DONT want to see; The idea of centralized command is totally overused, almost completely out of concept for insect/hive species, and is vulnerable in combat to a high degree ( Remember the Movie "Battle: Los Angeles"? individual aliens were almost impossible to kill due to their networked organs and nervous system, however they relied entirely on command node structures that, once destroyed, utterly crippled large numbers of fighting units. Clever concept - Having their tech be the opposite of themselves to gain advantages, as we do - but tactically poor choice )

Anyawy, I'm sure Deacon can come up with his own brilliant ideas - he has so far! :D


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 Post subject: Re: Xenomite Thread
PostPosted: Sat Oct 15, 2016 7:44 am 
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Covertwalrus wrote:

Quote:
Brain-bug.


This is one thing I DONT want to see; The idea of centralized command is totally overused, almost completely out of concept for insect/hive species, and is vulnerable in combat to a high degree ( Remember the Movie "Battle: Los Angeles"? individual aliens were almost impossible to kill due to their networked organs and nervous system, however they relied entirely on command node structures that, once destroyed, utterly crippled large numbers of fighting units. Clever concept - Having their tech be the opposite of themselves to gain advantages, as we do - but tactically poor choice )


Brainbug does not have to be a hivemind cluster, but a psyker or aura buff effect support unit. Would still love to see one in Deacons cool designs :)


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 Post subject: Re: Xenomite Thread
PostPosted: Sat Oct 15, 2016 2:00 pm 
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deacon wrote:
There will be centipede / snake guys.
Any concepts you want to throw out there?? Common traits - no visible eyes, 6 limbs, generally semi-quadrupedal when they move like a bear.



I think switching up the limp count is no problm visually. The most important part of the design are the carapaces. Espacially from above its the key to visual guideline.

You already established a style with the small ones but I think you could mix up the legcount with no problem. Arachnoid, crabs, scorpions etc.
The most important point is to keep in mind these are artificially evolved (if that is the case). That means the Creature design should reflect thier roles on the battlefield. For example a battle robot sized creature that acts as a linebreaker and fire support should have lots of frontal armour. Less armoured backside with room for strong legs to charge.

I would have canned classical jaws for mandibles and done more insect like legs. All that said they need to be compatible with other ranges.

Once I started to redesgin the GW Bugs maybe I will finish that someday.
Sorry for the ramblings. It's a bit hard to read I think.

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 Post subject: Re: Xenomite Thread
PostPosted: Sun Oct 23, 2016 12:23 am 
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Are the Xenomites going to replace the Legion army or are they going to be made into one list/ renamed?

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