Post by DukeMantis on May 29, 2013 6:34:29 GMT
Hey guys,
I was going to post this in General but i guess it qualifies as fan fiction as well.
I have a tendency to waffle on in my threads so ill cut to the chase right away I thought it would be awesome if we could have a Patriarch HQ choice, even though i dont run alot of stealers i know alot of you old schoolers like them and its a shame the stealer heavy lists dont pop up as often anymore. With that in mind i came up with my very own Tyranid HQ.
Below you will find very rough draft of his rules and brief fluff. This really is a rough draft and i would welcome any and all input to make the character more balanced/fair and awesome.
I hope you enjoy - feel free to give him a try in your home games!
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HQ - Magren K'ar - The Lord of Leeches/The Arch Deceiver 140pts
Rough Fluff - An ancient and devious Genestealer Patriarch who's subterranean empire of hybrids infiltrated and consumed several hive cities in the Carcaradon cluster of imperial space. Sometimes he supports a Tyranid army with his deadly offspring as a Hive Fleet invades a planet, his minions revealing themselves at last as the mass-murder begins. At other times he commands the battle himself, aided primarily by his hybrids; usually because he suspects his subterranean activities have been discovered and so he must destroy his opposition openly. Some Ordo Xenos officials suspect Magren has the unique ability among genestealer Patriarchs of being able to control his psychic beacon, choosing when and where to call out to passing hive fleets as opposed to transmitting his position at all times. The ability to signal the Hive Fleets to come to his aid in subjugating a world makes The Arch Deceiver a particularly volatile enemy.
Magren K'ar always seems to slip away after the battle before he too can be consumed by the bigger hive organisms. Some time later he will resurface again on another planet, by the time he has been identified it is always too late as a new invasion is about to begin. Magren K'ar is particularly insidious, he has been known to use his hybrids and Magus court to manipulate government officials and other members of interplanetary bureaucracies, using this influence to bring more human cattle to the claws of his children....
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Rules:
Magren K'ar may is a HQ choice for Tyranid armies, he may only be selected if the player has taken at least one unit of genestealers as troops from the Tyranid army list.
When rolling for reserves always roll for Magren last. If Magren arrives the controlling player may nominate which unit of stealers (regular OR Ymgarl) he joins, Magren replaces a normal Genestealer Model in your chosen unit. Magren acts as an Independent Character for the purposes of challenges and leaving/joining units of Genestealers and Ymgarls, he may not join any other Tyranid units. If Magren is accompanied by a Magus Court they may not join any Tyranid unit, only if all of his Magus followers are killed can Magren then join genestealer units as normal.
WS- 5 BS- 3 S- 4 T-5 W- 3 I - 6 A- 2 LD-10 Sv- 5+
Wargear - Hand Weapon, Bloated Toxin Sacs, Scaly Hide (5+)
Special Rules - Shadow in the Warp, Synapse Creature, Infiltrate, Fearless, Fleet, Move Through Cover, Brood Telepathy, Psyker, Poison (Bloated Toxin Sacs 3+) Master of the Brood, Iron-mind, Warp Pulse, Gene-sear, Psychic Lance.
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Master of the Brood: Magren K'ar makes any Ymgarl Stealers taken in elites slots of your army troops and therefore scoring units. Magren K'ar always starts the game in reserves unless he is accompanied by the Magus Court, in which case he deploys as normal or by infiltrate with his Magus Court.
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Iron Mind: Magren protects himself with a powerful psychic shield, it grants him a 3+ invulnerable save. His power also extends to the Magus Court and any friendly psyker within 6'' of his base providing them with an optional, non cumulative 5+ invulnerable save. Magrens long existence has made him a particularly potent psyker, he is mastery level 2 and may elect to force the opposing player to re-roll one successful Deny the Witch Roll during his turn provided they are within 12 inches of his unit.
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Warp Pulse: Magren K'ar's psychic beacon is particularly strong, any tyranid unit arriving from reserves (even before Magren has arrived himself - he is techinically always hiding somewhere on the battlefield) may re-roll its scatter dice, they must accept the second result.
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Gene Sear - Magren unleashes a burst of deadly butthurt, it spreads before him in a wave of bio-flame, devouring and deconstructing anything it touches on a molecular level, leaving a puddle of cry-baby tears in its wake.
Gene Sear is a Psychic shooting attack with the following profile:
Warp Charge: 1
Strength 6, Template, Torrent (6''), AP3
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Psychic Lance: Magren focusses his psychic power into a bolt of pure awesome, capable of really trolling your tanks etc.
Psychic Lance is a Psychic shooting attack with the following profile:
Warp Charge:1
Strength 6*, lance, range 24'', AP2
*The strength of Psychic Lance increases by +1 for each individual Magus he has accompanying him. The strength also increases by +1 for every Broodlord within 6'' of his unit. The strength of this weapon may never exceed 10.
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Magus Court: 40 points per model.
As a 4th generation hybrid with formidable psychic ability, the Magus is second in importance to the Magren K'ar as Patriarch. Magren is known to keep a coven of powerful Magus with him when he goes to battle, his closest advisers and infiltrators, they are known as The Magus Court.
Up to four Magus may join Magren and form the Magus Court, they may never leave Magrens unit or be joined by any other character.
WS-3 BS-4 S-3 T-3 W-1 I-4 A-1 LD-9 Sv-6+
Wargear: Hand Weapon, Robes (6+)
Special Rules, Shadow in the Warp, Synapse Creature, Infiltrate, Fearless, Fleet, Move Through Cover, Brood Telepathy, Psyker, Poison (4+), Geneblast, Psychic Spear, Perilous, Mastery level 1.
Magus Court members may swap any one of their two powers for the primaris power in either Telepathy and Biomancy. Whichever school is chosen must be repeated for every member of the unit including Magren, who may substitute his powers without penalty.
----
Geneblast - The magus causes an explosion of psychic energy in the midst of his enemies, the foul energy creeps through cracks in their armour and devourers their minds. This is a psychic shooting attack with the following profile:
Warp Charge - 1
S- 4, Small Blast, Range 18'', Barrage, AP6*
*The ap of this attack is reduced by 1 for each additional Magus in Magren's unit other than the firer. Magren himself does not add to this bonus.
---
Psychic Spear - A short range burst of mind-awesome that hurts your tanks. May only target vehicles and walkers. With the following profile.
Warp Charge - 1
S6, Lance, Range 6'', AP-
----
Highly Perilous: The nature of brood-given psychic abilities is incredibly unstable, and all Magus run the risk of overloading themselves in the course of a battle. If a Magus rolls perils, in addition to being affected by the normal rules and penalties he automatically receives a strength 4 hit at the end of that player turn with the Soulblaze special rule.
-----------------
So there you have it, any and all input and comments/suggestions are welcome
I was going to post this in General but i guess it qualifies as fan fiction as well.
I have a tendency to waffle on in my threads so ill cut to the chase right away I thought it would be awesome if we could have a Patriarch HQ choice, even though i dont run alot of stealers i know alot of you old schoolers like them and its a shame the stealer heavy lists dont pop up as often anymore. With that in mind i came up with my very own Tyranid HQ.
Below you will find very rough draft of his rules and brief fluff. This really is a rough draft and i would welcome any and all input to make the character more balanced/fair and awesome.
I hope you enjoy - feel free to give him a try in your home games!
---------------
HQ - Magren K'ar - The Lord of Leeches/The Arch Deceiver 140pts
Rough Fluff - An ancient and devious Genestealer Patriarch who's subterranean empire of hybrids infiltrated and consumed several hive cities in the Carcaradon cluster of imperial space. Sometimes he supports a Tyranid army with his deadly offspring as a Hive Fleet invades a planet, his minions revealing themselves at last as the mass-murder begins. At other times he commands the battle himself, aided primarily by his hybrids; usually because he suspects his subterranean activities have been discovered and so he must destroy his opposition openly. Some Ordo Xenos officials suspect Magren has the unique ability among genestealer Patriarchs of being able to control his psychic beacon, choosing when and where to call out to passing hive fleets as opposed to transmitting his position at all times. The ability to signal the Hive Fleets to come to his aid in subjugating a world makes The Arch Deceiver a particularly volatile enemy.
Magren K'ar always seems to slip away after the battle before he too can be consumed by the bigger hive organisms. Some time later he will resurface again on another planet, by the time he has been identified it is always too late as a new invasion is about to begin. Magren K'ar is particularly insidious, he has been known to use his hybrids and Magus court to manipulate government officials and other members of interplanetary bureaucracies, using this influence to bring more human cattle to the claws of his children....
------
Rules:
Magren K'ar may is a HQ choice for Tyranid armies, he may only be selected if the player has taken at least one unit of genestealers as troops from the Tyranid army list.
When rolling for reserves always roll for Magren last. If Magren arrives the controlling player may nominate which unit of stealers (regular OR Ymgarl) he joins, Magren replaces a normal Genestealer Model in your chosen unit. Magren acts as an Independent Character for the purposes of challenges and leaving/joining units of Genestealers and Ymgarls, he may not join any other Tyranid units. If Magren is accompanied by a Magus Court they may not join any Tyranid unit, only if all of his Magus followers are killed can Magren then join genestealer units as normal.
WS- 5 BS- 3 S- 4 T-5 W- 3 I - 6 A- 2 LD-10 Sv- 5+
Wargear - Hand Weapon, Bloated Toxin Sacs, Scaly Hide (5+)
Special Rules - Shadow in the Warp, Synapse Creature, Infiltrate, Fearless, Fleet, Move Through Cover, Brood Telepathy, Psyker, Poison (Bloated Toxin Sacs 3+) Master of the Brood, Iron-mind, Warp Pulse, Gene-sear, Psychic Lance.
-----
Master of the Brood: Magren K'ar makes any Ymgarl Stealers taken in elites slots of your army troops and therefore scoring units. Magren K'ar always starts the game in reserves unless he is accompanied by the Magus Court, in which case he deploys as normal or by infiltrate with his Magus Court.
-------
Iron Mind: Magren protects himself with a powerful psychic shield, it grants him a 3+ invulnerable save. His power also extends to the Magus Court and any friendly psyker within 6'' of his base providing them with an optional, non cumulative 5+ invulnerable save. Magrens long existence has made him a particularly potent psyker, he is mastery level 2 and may elect to force the opposing player to re-roll one successful Deny the Witch Roll during his turn provided they are within 12 inches of his unit.
-------
Warp Pulse: Magren K'ar's psychic beacon is particularly strong, any tyranid unit arriving from reserves (even before Magren has arrived himself - he is techinically always hiding somewhere on the battlefield) may re-roll its scatter dice, they must accept the second result.
-----------
Gene Sear - Magren unleashes a burst of deadly butthurt, it spreads before him in a wave of bio-flame, devouring and deconstructing anything it touches on a molecular level, leaving a puddle of cry-baby tears in its wake.
Gene Sear is a Psychic shooting attack with the following profile:
Warp Charge: 1
Strength 6, Template, Torrent (6''), AP3
-------------
Psychic Lance: Magren focusses his psychic power into a bolt of pure awesome, capable of really trolling your tanks etc.
Psychic Lance is a Psychic shooting attack with the following profile:
Warp Charge:1
Strength 6*, lance, range 24'', AP2
*The strength of Psychic Lance increases by +1 for each individual Magus he has accompanying him. The strength also increases by +1 for every Broodlord within 6'' of his unit. The strength of this weapon may never exceed 10.
----
Magus Court: 40 points per model.
As a 4th generation hybrid with formidable psychic ability, the Magus is second in importance to the Magren K'ar as Patriarch. Magren is known to keep a coven of powerful Magus with him when he goes to battle, his closest advisers and infiltrators, they are known as The Magus Court.
Up to four Magus may join Magren and form the Magus Court, they may never leave Magrens unit or be joined by any other character.
WS-3 BS-4 S-3 T-3 W-1 I-4 A-1 LD-9 Sv-6+
Wargear: Hand Weapon, Robes (6+)
Special Rules, Shadow in the Warp, Synapse Creature, Infiltrate, Fearless, Fleet, Move Through Cover, Brood Telepathy, Psyker, Poison (4+), Geneblast, Psychic Spear, Perilous, Mastery level 1.
Magus Court members may swap any one of their two powers for the primaris power in either Telepathy and Biomancy. Whichever school is chosen must be repeated for every member of the unit including Magren, who may substitute his powers without penalty.
----
Geneblast - The magus causes an explosion of psychic energy in the midst of his enemies, the foul energy creeps through cracks in their armour and devourers their minds. This is a psychic shooting attack with the following profile:
Warp Charge - 1
S- 4, Small Blast, Range 18'', Barrage, AP6*
*The ap of this attack is reduced by 1 for each additional Magus in Magren's unit other than the firer. Magren himself does not add to this bonus.
---
Psychic Spear - A short range burst of mind-awesome that hurts your tanks. May only target vehicles and walkers. With the following profile.
Warp Charge - 1
S6, Lance, Range 6'', AP-
----
Highly Perilous: The nature of brood-given psychic abilities is incredibly unstable, and all Magus run the risk of overloading themselves in the course of a battle. If a Magus rolls perils, in addition to being affected by the normal rules and penalties he automatically receives a strength 4 hit at the end of that player turn with the Soulblaze special rule.
-----------------
So there you have it, any and all input and comments/suggestions are welcome