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Irken bit[edit source]

About how to somewhat properly insert Irkens (mad green little men like Zim) into WH40K:

  • Entire Irken Empire would, by M30 and further, be reduced to small enclaves or lost colonies. Majority of it would be in Warp, as planet's denizens went too crazy and collapsed the space-time to hell.
  • By 30M, all Irkens openly turned to Chaos, and most of them are Tzeench followers. That is, they would be madder than usual, with every single one of them being more unstable and neurotic than Zim, though much more competent than him.
  • "Taller is better" would be enforced to absurdity. All but the lowest-ranking Irkens would be total-conversion cyborgs, optimized for height first, dakka second and armor third - which results in them being very spindly and slender. So for example, a high-ranking robotic Irken could be as tall as Imperial Knight, yet only as heavy and tough as Terminator since that height is from telescopic stilt-like legs and long-yet-thin limbs.
  • Corollary, almost entire army would be shooty - as being needlessly tall allows to fire over buildings, yet makes it easy for stout melee enemies to knock Irken cyborgs over.
  • Half of the army would be tarpit, swarms of cheaply manufactured and horribly malformed Irken clones. Other half is quirky deathstar wonder-weapons, that work improperly and are equally dangerous to their users and enemies.
  • The more likely encounter in campaign would be in Eye of Terror, where most ancient Chaos followers reside. Since everyone remain xenophobic even after joining Chaos, all minor xenos (including species deemed "extinct" in realspace) clutter in their own "districts", separated from the majority of human cultists. Make a wrong turn, and you're in bluntly hostile area, regardless if you're PC is Chaos follower or not.
  • Entire thing would be dark comedy of absurd incompetence, like in Turnip28 Narrative Battle Reports.