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Kiith Khaaneph is set up to be Third Faction (Read the Expedition Guide)

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  • Kiith Khaaneph is set up to be Third Faction (Read the Expedition Guide)

    Hello everyone.

    It looks like BBI has left us some possible hints towards future developments in that wonderful expedition guide they made.

    Kiith Khaaneph is described as being a group of sand dwellers composed of various smaller Gritiidim Kiith that were victimized during the heresy wars. Khaaneph in particular is a word applied to them by the Gaalsien that marks them as being unsavable kiithid who reject the existence of Sajuuk. Coalition reports were initially confused whenever they came across the word Khaaneph, believing it to be interchangeable with the word Faagan which is what the Gaalsien call the kiithid of the Coalition. It isn't, unlike the Khaaneph, the Gaalsien still consider the Coalition to be believers. The Khaaneph are described as being like raiders, whose only purpose is to take what they can keep, massacring whoever is in their way.

    They could end up being our game's Zerg faction. Here's hoping they use walkers.
    Last edited by Kyle756; 20-01-2016, 10:40 PM.

  • #2
    I agree. But I want to see a faction that are former Maanani who didn't pirating like the rest of the Kiith. That would be sweet.

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    • #3
      I just finished reading through the Expedition Guide, and I was pleased to see three new entries: Hraal, Somtaaw, and Khaaneph. Very interesting reading.

      Very excited to see where the story goes in time.

      Comment


      • #4
        Actually... "Kiith Kaaneph" feels like a bit of a misnomer.
        Though I would love to see them as a new factions whether they end up being playable or actually end up being just a NPC faction in later single-player DLCs.

        They certainly sound less like a cohesive "Kiith" than what might have been the "Turannic Raiders" of the game, given a more than healthy dose of Firefly Raiders.
        While they have the whole "godless atheist" deal as part of the reason the Gaalsien hates them so much.... it has less to do with an actual rejection of religion than it does with how low they fell in the savagery they have degraded to in their aim to survive no matter the cost. The horror of them is how they reject Reason just as much as Religion.

        If they were to be done as a faction(no matter the actual implementation) I would picture them as less persecuted sand people in advanced walkers vehicles . but more as Desert-borne Firefly cannibalistic Reavers roving the desert in competing hordes of scavenged and derelict Mad Max-style vehicles scavenged from both factions.

        ------

        In that form, I would picture them(whether playable or not in MP) as the perfect antagonists at least for large parts of a Gaalsien singleplayer DLC campaign sets after the events of the Khar Toba site's battles.

        Basically have the player play -as- mangled Gaalsien survivors trying to regroup after losing all of their High Leadership at the Khar Toba sites... and to then face them against the legacy of their own sins by having them fight an onslaught of Kaanephi raiders out for (literal to the point of a cannibalistic sense) blood as they senses Gaalsien weakness after the later's defeat at the end of the Coalition.

        The story could play out by having the Gaalsien force first regroup for survival.... then look forward for more survivors, in the hopes of resuming assaults again the Coalition.
        But only to finish with one last push toward Coalition territory.
        Not to resume open conflict... but rather to military disband once they realizes how low their numbers have fallen and thus realizes how futile it is to continue open conflict in favor of deciding to infiltrate Coalition society to continue their "fight" in more discrete ways.
        It could be a nice way of foreshadowing the Homeworld 1 lore than mentioned how Gaalsien-motivated sabotage was performed during the Mothership's own construction.
        Plus it could be a perfect excuse for Gaalsien-on-Gaalsien action toward the end of the campaign as the survivors have to deal with dissident elements who wishes to continue open conflict with the Coalition even if it means their doom. It could be a nice way to mirror the "Kapisi VS Sakala" Coalition internal fight from the end of the main campaign.

        ----

        This said, this is part of the fun with this universe. Even with the Expedition campaign being over, the universe is so written since the original Homeworld tha tthere is still room for MUCH more.

        For example, Kiith Paktu is another Kiith that is part of the Coalition but who are settled on the -sourthern- hemisphere. They too have a large history of fighting against the Gaalcien, and could also be perfect material for yet -another- playable faction and campaign. Their isolation on the southern hemisphere leading them to develop entirely different tech of their own in their own struggles against the Gaalsien in the southern halves of the Great Desert.

        And that's not mentioning the matter of Kiith Sidiim, and whatever will results in the aftermath of the Sakala carrier betraying the Coalition to attempt to take the Khar-Toba for themselves. That's one huge unresolved issue at the end of the Expedition even with the discovery of the Khar Toba and defeat of the Sakala, itself only a -part- of Kiith Sidiim military.
        Last edited by LMercier; 24-01-2016, 12:12 PM. Reason: Additional thoughts on potential other factions/campaigns(playable Gaalsien campaign, southern hemisphere Kiith Paktu, aftermaths of Kiith Sidiim betrayal)

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        • #5
          Originally posted by LMercier View Post
          Actually... "Kiith Kaaneph" feels like a bit of a misnomer.
          Though I would love to see them as a new factions whether they end up being playable or actually end up being just a NPC faction in later single-player DLCs.

          They certainly sound less like a cohesive "Kiith" than what might have been the "Turannic Raiders" of the game, given a more than healthy dose of Firefly Raiders.
          While they have the whole "godless atheist" deal as part of the reason the Gaalsien hates them so much.... it has less to do with an actual rejection of religion than it does with how low they fell in the savagery they have degraded to in their aim to survive no matter the cost. The horror of them is how they reject Reason just as much as Religion.

          If they were to be done as a faction(no matter the actual implementation) I would picture them as less persecuted sand people in advanced walkers vehicles . but more as Desert-borne Firefly cannibalistic Reavers roving the desert in competing hordes of scavenged and derelict Mad Max-style vehicles scavenged from both factions.

          ...

          For example, Kiith Paktu is another Kiith that is part of the Coalition but who are settled on the -sourthern- hemisphere. They too have a large history of fighting against the Gaalcien, and could also be perfect material for yet -another- playable faction and campaign. Their isolation on the southern hemisphere leading them to develop entirely different tech of their own in their own struggles against the Gaalsien in the southern halves of the Great Desert. ...

          I love the idea of a Mad Max/Turanic Raider/Reaver/Tusken Raider type faction with the Khaaneph.


          As for the Kiith Paktu faction idea, why not some sort of alliance of southern kiithid to rival the Coalition of Northern Kiithid? Obviously, Kiith Paktu would comprise the bulk of the representation similar to how Kiith Naabal tends to dominate in the north. Who would join Paktu? Don't forget that Kiith Manaan moved Ferin Sha to the south after the Heresy Wars. There definitely must be a strong Manaani presence. Another possibility would be Kiith LiirHra. They broke away from Kiith Hraal in 1012 KDS with Manaani funding so that they could focus on aerospace and orbital production technologies. In fact, according to the Homeworld Cataclysm manual, they were integral (and even the lead Kiith) in the construction of the Mothership.

          To differentiate itself from the more industrialized North, the South would likely focus on LAVs (the Manaan influence) and aircraft (LiirHra). This should, of course, be at the cost of weaknesses in other areas. Perhaps a distinct lack of Railguns? Inferior/lighter Cruisers?

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          • #6
            As for the Kiith Paktu faction idea, why not some sort of alliance of southern kiithid to rival the Coalition of Northern Kiithid? Obviously, Kiith Paktu would comprise the bulk of the representation similar to how Kiith Naabal tends to dominate in the north. Who would join Paktu? Don't forget that Kiith Manaan moved Ferin Sha to the south after the Heresy Wars. There definitely must be a strong Manaani presence. Another possibility would be Kiith LiirHra. They broke away from Kiith Hraal in 1012 KDS with Manaani funding so that they could focus on aerospace and orbital production technologies. In fact, according to the Homeworld Cataclysm manual, they were integral (and even the lead Kiith) in the construction of the Mothership.

            To differentiate itself from the more industrialized North, the South would likely focus on LAVs (the Manaan influence) and aircraft (LiirHra). This should, of course, be at the cost of weaknesses in other areas. Perhaps a distinct lack of Railguns? Inferior/lighter Cruisers?
            It's a neat idea, but Iirc the Paktu are plainly stated to be part of the Diamid, and presumably also the coalition. It seems unlikely that they would fight against them. The Manaani are said to have made their living on trade between north and south, so they don't want fighting between them. More likely would be one of the other carriers being built going to the Paktu, who use it on their own campaign in the deserts to their north.

            A Paktu vs Khaaneph vs Gaalsien campaign in the southern deserts might be a good storyline.

            Comment


            • #7
              All of this are some good ideas. And I love to see them in Campaign. But there is another outlet you know. Fanfiction. I had an idea back when I started playing the game in that while the Expedition was going on a second Land Carrier on the opposite side of the planet was protecting large convoys moving between the North and South from Gaalsien and former Maanani turned pirates.

              Comment


              • #8
                Originally posted by Deaghaidh View Post

                It's a neat idea, but Iirc the Paktu are plainly stated to be part of the Diamid, and presumably also the coalition. It seems unlikely that they would fight against them. The Manaani are said to have made their living on trade between north and south, so they don't want fighting between them. More likely would be one of the other carriers being built going to the Paktu, who use it on their own campaign in the deserts to their north.

                A Paktu vs Khaaneph vs Gaalsien campaign in the southern deserts might be a good storyline.
                I personally think Kiith Paktu would be a great candidate for a new and unique faction. They've got a great history, with tons of themes of self-reliance and determination:
                They've managed to be the first Kiith to ever cross the Great Desert at a time of very limited tech which speaks a lot about them.
                They then settled the south pole only to find their exploit inspiring other Kiithids to cross over and swear fealty to them, making them a major power in their own rights.
                It even led them to have to then face a vengeful full Gaalsien crusade, which they would utterly defeat. So enmities with the Gaalsien is actually an old and personal matter for them.
                Thematically this make them perfect faction material.

                Mechanically speaking I am still somewhat unsure how they would function so pardon me if I word out a lot of ideas as I try to imagine how they could play out.

                If the core Coalition faction's theme is a Commitment-driven faction of interdependent units and Gaalsien's themes is specialists hit and run raiders... a the strong theme I would link to a Paktu faction should be independent/fierce self-reliance.

                They're a faction I picture as fiercely loyal to the Coalition, yet painfully aware the Northern Kiithid on the other side of the Great Desert couldn't reach them in time if their territory in the south pole was to ever be seriously threatened. As such I see them trying to adapt accordingly in ways influence by their own history of dogged self-determination coupled with the same perseverance and resourcefulness that helped them cross the Great Desert in the first place.
                So while using a lot of the same tech used by the Coalition, I certainly imagine them opportunistically reverse-engineering what Gaalsien tech they could recover from their downed enemies.
                Rather than making them a "Gaalsien with a Coalition coat of paint" faction, however, I imagines a lot of way this could used to make them their own thing.
                A way I picture they could achieve this would the design of their Carrier .
                Being so far-away from the Coalition, I hardly picture them having access to anything close to the Sakala-class Carrier. More likely, I would picture them making their own Carrier by drawing inspiration from the one other faction known to make use of Carrier-Class units: the Gaalsien and their massive hovertech-based Carriers.

                However, rather than just recreate the Gaalsien Carriers, I instead picture them using recovered hover tech to actually develop a radically personalized technologically advanced Carrier of their own.
                A smaller, lighter and more mobile design of their own. A literal independent "Assault" Carrier.
                A thing that could actually spearhead attacks entirely on it's own without support if need be rather than using it's firepower only in self-defense, despite the risks. Kiith Paktu would never have crossed the Great Desert on their own if they never took risks.

                I could thus picture a Paktu fleet as combat units acting in support of a mobile Assault Carrier leading the charge itself rather than a massive Command Carrier supporting combat units from the rear. Or stuff like a combat force sent to hold enemy units while the independent powerful Carrier opportunistically wipes out an enemy resource-gathering operation before immediately claiming it for it's own.
                It could be a high-risk high-reward style of combat because the upgraded Paktu Carrier would be a surprisingly mobile and extremely powerful unit on it's own... yet it's smaller size(very much larger than a cruiser but still smaller than the other Carriers) would still mean that an unsupported assault on the larger likely also upgraded less mobiles enemy Carrier. Playing skirmish as the Paktu would always be a game of balancing your Assault Carrier.
                Thus, during the whole duration of the game the power-scaling of the Assault Carrier should make the player feels like his Carrier always possess enough power to perform damaging offensives but still clearly feel the risk of losing it if he's careless.

                A distinct theme I would thus imagine with the Paktu is the use of familiar Coalition/Gaalsien tech modified over time into a distinct piece of Paktu hardware.
                For another example, I thus picture their stand-in for the Support Cruiser being such an unit. Taking the conventional Coalition Support Cruiser crawler I imagine them having had the design's technical details shared with them, then progressively modifying it to their use into a distinct Paktu creation. Familiar to those who know the original deal... but clearly it's own whole new thing.

                Specifically, I can imagine Paktu units spotting Gaalsien Productions cruisers, a core part of the Gaalsien philosophy of a decentralized force, and spying them being upgraded to serves as resources drop-offs. In the same theme of taking familiar tech/ideas and the themes of a resourceful self-determining faction, I could thus picture the Paktu taking that idea and flipping it off on it's head again.
                This time, rather than just try to reverse engineer the Gaalsien Production Cruisers, I thus see them this time turning their Coalition-designed Support Cruisers crawlers into rugged independent Salvage Operations Cruisers .
                Using the old Support Cruiser for it's ability to serves as drop-off point for salvagers right out of the hangar door, but removing it's repair beams un-needed away from a role of supporting combat units(and likely shuffled to a more mobile combat unit), I see Paktus further armoring it up and giving it light productions abilities to produces salvagers and maybe baserunners(still used to deploy defensive assets)to flip around the Gaalsien philosophy of having the carrier produces logistics units while the Production Cruisers create combat units. A way to free the Assault Carrier from logistics duty to further enhance it's ability to lead combat.
                With their heavy armor and defensive weaponry, their role would be see them deployed secure resources node for the Paktu before deploying existing scavengers or building new ones onsite. Then would baserunners be used(or built onsite for that role) to deploy defensive assets to further protect against raiders. Rather than use explosive ordnances guns on their turrets, I see Paktus using turrets fitted with same suppressing autocannons seen on Coalition Armored Assault Vehicles specifically to counter the sort of light attack vehicles normally used in raids against salvaging operations.
                To increase their self-reliance and make-up for the loss of their old Support Cruiser repair beams I can thus imagine Paktu taking a nod from intel on the Gaalsien and give their "Salvage Operations Cruisers" and "salvagers" both a certain degree of self-repair training to recover from past damages when combat is over.
                I can thus see them given more self-defense abilities with upgrades. Ultimately a resource node under Paktu control would become a semi-independent strongly defended outpost all of it's own all so the Assault Carrier could be as operationally mobile as possible.
                If Salvage Operations Cruisers ever are to have the ability to repair other units, it should only be as an upgrade. Their primary role is to secure and defend resource nodes for salvagers first and to support other units a late second.
                If they are ever able to repair others, it should be so the Assault Carrier and it's force can retreat to one of their outpost to recover from received damages rather than a Salvage Operation Cruiser going out on it's own to repair others. Every salvage operations should basically be an island upon itself. Others can come visit it, but it doesn't leave it's own s****s to go to others unless it has emptied local resources.

                Due to their smaller Carriers, I could also see the Paktus modifying their aircrafts with VTOL capabilities due to not being able to fit a runway on the Carrier. Or they might simply use said VTOL modifications offload air power to the forementioned Salvage Operation Cruisers as a way of both further supporting/defending their mobile salvage operations outposts whilst also spreading their air coverage in multiple areas of the map. This way the only production the Assault Carrier would worries about would be of combat land units without compromising with aircraft hangars as well.

                Otherwise, the only other thing I was musing about was that if the "special" unit for the Coalition is the Gunship from the aircraft categories, and Assault Railguns are the Gaalsien-exclusives...the Paktu could make use of an Escort Cruiser as a cruiser-class Paktu-exclusive unit. Something like an hybrid combat and repair unit specifically meant to escort(hence the name) a Paktu Assault Carrier into combat operations, it's own design possibly specifically patterned after the Carrier's own and possibly using similar hover-tech to keep up with it. Undecided is whether or not would other Carriers be based on hovercraft designs.

                (the rest of the Paktu faction could actually be mostly based on the same mix of tracked and wheeled vehicles used by the Coalition, due to the costs of hovertech, with possibly a preference for wheeled units. Aircrafts would be almost the same than Northern Coalition models except perhaps the VTOL modifications)
                Last edited by LMercier; 24-01-2016, 09:26 PM.

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                • #9
                  Originally posted by deathzealotzero View Post
                  All of this are some good ideas. And I love to see them in Campaign. But there is another outlet you know. Fanfiction. I had an idea back when I started playing the game in that while the Expedition was going on a second Land Carrier on the opposite side of the planet was protecting large convoys moving between the North and South from Gaalsien and former Maanani turned pirates.
                  I've been mulling a Heresy Wars/Exodus to the South/Manaan Raiders fic. Haven't found a good angle to approach it from yet.

                  Comment


                  • #10
                    Problem is that kaaneph isn't really a kith. The way they are described it is hard to imagine that they could organizes themselves to create counterparts to advanced craft like carriers and air craft...

                    But gameplaywise, I would totally love to see a madmax style faction. Kinda like the beast from cataclysm had a mish mashed fleet.

                    Comment


                    • #11
                      Originally posted by Themisto View Post
                      Problem is that kaaneph isn't really a kith. The way they are described it is hard to imagine that they could organizes themselves to create counterparts to advanced craft like carriers and air craft...

                      But gameplaywise, I would totally love to see a madmax style faction. Kinda like the beast from cataclysm had a mish mashed fleet.

                      Kind of funny, I kind of found myself that if a "Khaaneph Horde"(the name itself land to a or multiple leaders referred to as "Khans") as weird mix of the Turannic Raiders with almost Beast-like mechanics, clads in the visuals of a Firefly Reavers-inspired faction roving the desert in repurposed Mad Max-style vehicles.

                      In that way, like the Turannic Raiders I actually see them eschewing the use of the "mothership-like" Command Carriers used by other factions. Thus instead favoring the use of something like modified captured Gaalsien(their main prey) Production Cruisers whose hovertech might even have been removed in favor of more easily maintained crawlers tracks in the style of the Coalition.
                      Probably given additional weaponry in the form of the Khaaneph own lower-tech weapon mounts.

                      To make up for not having access to a Carrier-class production facility, they would thus likely start with a pair of these "Raiders Construction/Command Vehicles".

                      I see the beast inspiration in a focus to not only capture but repurpose enemy vehicles. I thus see them using fleets of light and armor vehicles not only using conventional weaponry to defeat the enemy but also fitted with special guns shooting large grappling hooks meant to immobilize enemey units.
                      Another mean to immobilize enemy units could also involves the likes of recovered EMP generators turned into crude "concealed bombs" bursting out in a one-shot EMP burst stunning enemy vehicles.
                      Once immobilized they would close in on the vehicle to board it and kill the crew so it can be driven back to their production cruisers. Once there the vehicle would not just be recrewed but modified for the low-tech logistical needs of the raiders into wholly new units.
                      This could even apply to cruisers, with an unlockable ability to produces static "cruisers conversion field shops".
                      To avoid a glut of units, all cruisers based on a crawler chassis would likely be converted into the same "Raiders Crawlers" and all cruisers based on an hovercraft chassis(all Gaalsien cruisers, Coalition Assault Cruiser) would thus be modified into "Raiders Heavy Hovercrafts" fitted with similar weaponry and possibly limited ability to produces light combat units with the addition of onboard chop-shops.
                      I could actually see an upgrade giving such captured cruisers and the original Raiders Command vehicles an EMP burst ability of their own, instead of the cruise missile used by other factions.
                      .
                      Which is where the Beast inspiration would specifically come from in how they would not only just capture enemy units but make them an entirely new thing. Performing a "Raiders-ification" of captured vehicles.

                      I could even see a further "Beast-style" inspiration in their air force. I actually see them using(crude, base on captured older airframes as fielded by the Gaalsien again) in the classical support roles. However instead of(or in addition to) bombers I also see them fielding a heavy aircrafts modified with heavy applique armor whose only use would be for a "suicide" strike meant to hit enemy cruisers with the craft.... upon which the crew inside the armored aircraft would then spill inside the Cruiser to kill it's crew and capture the craft from within.
                      It would be a literal nod to the "Beast Cruise Missiles" of the Cataclysm era whilst giving it a clear Khaaneph Raiders visual adding to their determination as savage raiders to achieve victory and continue their survival no matter the means used.

                      All in all it would lead to a faction using a ragtag fleet of modified smaller vehicles using a most visceral fighting style to defeat their enemies by sweeping in to surround their enemies in close combat to immobilizes them so they can be taken back for modification to further bolster their ranks.
                      I can only imagine the horror of losing an isolated Cruiser to these raiders only to see it return in a barely reconizable shape after being repurposed for their needs, with an escort fleet in tow as the raiders now close-in on their next catch.
                      Last edited by LMercier; 25-01-2016, 12:16 PM.

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                      • #12
                        Originally posted by Kyle756 View Post
                        [ ...] Here's hoping they use walkers.
                        Walkers, especially large ones (commonly called "Mecha"), are a problematic trope in Sci-Fi.

                        Walkers are usually quite inefficient, except maybe for small quadrupeds that could carry the heavy equipment loads of infantry through very steep mountainous terrain or very dense forest/jungle. Large walkers would most likely be very impractical in a desert environment.

                        Compared to wheels and tracks, legs are very inefficient mechanism for large vehicles. Mechas would also be crippled by their engineering complexity, their potentially higher manufacturing costs, their inherently higher maintenance requirements and their greater amount of structural weak points.

                        Generally speaking, a legged car is a very slow car, a legged truck is a very fragile truck, and a legged tank is a very dead tank.

                        For combat vehicles especially, there are just much simpler, cheaper and better alternatives.

                        However, human-sized powered exoskeletons could help increase the movement speed and physical endurance of infantry enough to be a good idea for an inhospitable desert climate like Kharak (think Half-Life HEV suits, not Halo armor). The drawbacks of legged locomotion are already present in human bodies anyway. The main problem with powered exoskeletons is miniaturizing a sufficient power source, which actually doesn't seem too far-fetched for kharakian technology (if not for the Coalition, at least for the Gaalsien). Cybernetic augmentations could also potentially allow infantry to become relevant in the game's setting. Not sure if that's really a good idea from a lore and gameplay perspective, though.
                        Last edited by GabDube; 14-02-2016, 06:23 PM.

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                        • #13
                          OP, You make em sound kind of like the Buzzards.
                          Also +1 for walkers being awful. Motorcycles, now there is something every vehicle fantasy needs. lol
                          Last edited by TRIUMPH; 04-02-2016, 02:16 PM.

                          Comment


                          • #14
                            Originally posted by GabDube View Post

                            Seriously? Walkers, especially large ones, are among some of the worst tropes in Sci-Fi.

                            Walkers in general make no practical sense except maybe for small quadrupeds that could carry the heavy equipment loads of infantry through very steep mountainous terrain or very dense forests/jungle. They would be downright suicidal in a desert environment.

                            Legs are a very inefficient mechanism for locomotion, especially when you consider the engineering complexity, the nightmarish maintenance issues and the plethora of inherent weak points. And the larger they are, the worse it gets.

                            A legged car is a very slow car, a legged truck is a very fragile truck, and a legged tank is a very dead tank.

                            For combat vehicles, walkers are just a complete joke. It's a very expensive and complex way to basically ask for tank-kneecapping to become a thing.
                            Honestly, I am one of the last people in this forum you want to initiate a technical discussion on the engineering feasibility of these supermassive vehicles in a desert environment. Everyone is certainly entitled to their opinion, mine happens to be on thinking it would add to the flavor variety in the game as both factions are based around different mechanisms of mobility. You can definitely disagree with this and vocalize it in this forum. However, I am going to ask you to tone down your derision If you don't wish to be dressed down by an actual engineer.

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                            • #15
                              Originally posted by LMercier View Post
                              Actually... "Kiith Kaaneph" feels like a bit of a misnomer.
                              Though I would love to see them as a new factions whether they end up being playable or actually end up being just a NPC faction in later single-player DLCs.

                              They certainly sound less like a cohesive "Kiith" than what might have been the "Turannic Raiders" of the game, given a more than healthy dose of Firefly Raiders.
                              While they have the whole "godless atheist" deal as part of the reason the Gaalsien hates them so much.... it has less to do with an actual rejection of religion than it does with how low they fell in the savagery they have degraded to in their aim to survive no matter the cost. The horror of them is how they reject Reason just as much as Religion.

                              If they were to be done as a faction(no matter the actual implementation) I would picture them as less persecuted sand people in advanced walkers vehicles . but more as Desert-borne Firefly cannibalistic Reavers roving the desert in competing hordes of scavenged and derelict Mad Max-style vehicles scavenged from both factions.
                              .
                              Yeah, having them be a faction of low tech scavangers does sound like a better idea and more fitting of their lore. Plus, if the Siidim end up being cast out from the Coalition over the events in the campaign, they could end up being a better candidate for a higher tech faction (in relation to the Khaaneph, not the Gaalsien) in any future expansion. I know several people have vocalized dislike over the walkers idea, but I really like the visual language of a giant hexapod as a carrier.

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