Post by webebuggin on Aug 22, 2014 2:50:41 GMT
Well now seeing how space puppies get a LOW straight out of their codex (Logan the alpha dog) I thought it would be awesome to conceptualize what I think Swarmy should have been in our book.
Swarm Lord may have a ludicrous edge over most opponents in CC...but he lacks the mobility to reach it typically.
further, there is NO reason he should not have either a better armor save, some form of invul save and something a bit EXTRA to give him that LOW edge.
Swarm Lord: The Lord Of War (now a LOW choice for Codex Tyranids)
Costs: 525 Points
I grant him: INDEPENDENT CHARACTER STATUS! (Insane right?)
Profile Changes: 2+ Armor save (FREAKING DUH), Strength: 9, Toughness now 8 Everything else is the same
Psychic Manipulation: Swarmlord always has a 5+ invulnerable save due to his terrifying psychic prowess
Gains Fragspines
Gains Counter Attack
Gains ETERNAL WARRIOR
Gains Feel no Pain (5+)
Every other ability he already has and:
Independent of Pride:
Swarmlord acknowledges no equal. He can fight in combat normally even after refusing a challenge. He may choose to accept or issue a challenge at the beginning of the assault phase. Further: Swarmlord always takes forced tests unmodified (leadership, init, strength ect)
Next: Something severally lacking from our book is 'mutability'. Our options are pathetically closed for being an army completely based in bio-manipulation and warefare.
Swarmy being they hyper intelligence of the hive that he is: Is going to get a little something unique.
Rapid adaptation: At the beginning of each PLAYER phase Swarmlord may infer one of the following abilities to the unit his joined to
1) Swarming Stampede: Grants the Calvary type to the unit Swarmlord has joined. This ability is lost immediately if swarmlord leaves the unit (Swarmlords new bread and butter, he can choose to join a large sqaud of warriors and proceed to truley smash his way up the field)
2) Shadow incarnate: Swarmlord focuses his influence of the hive on shutting down psychic powers! all enemy warp charges within 12" of swarmlord using Shadow Incarnate require an additional Warp Charge to activate powers (you read that right, this guy is the Swarms Dominate leader outside of the Queens he should be a freaking nightmare to psychers)
3) Eternal The swarm: Swarmlord grants eternal warrior and feel no pain (4+) to all units (every model of a unit must be at least touching the synapse bubble) within his Synapse Range
4) True Alien Cunning: Swarmlord has foreseen the enemies pitiful attempts to stem the tide of the swarm, all units within his synapse gain counter attack and hatred(EVERYTHING) (damn right I mean shooting too)
5) Monstrous Control: (usable TURN 1 1 USE ONLY CONTROLLING PLAYER'S PHASE) Swarmlord can choose to forfeit all other actions for a tun to instead summon more monsters to his Swarming assault(Assuming the come via spore for fluff purposes)
Roll a d6:
On a roll of 1 4d6 gaunts (naked) may enter play via deepstrike special rule
On a roll of 2 4d6 Gargoyals enter play via the deep strike special rule
On a roll of 3 3d6 Ravenors enter play via the deep strike special rule
On a roll of 4 3d6 Warriors enter play via the deep strike special rule
On a roll of 5 d3 Carnifex enter play via the deepstrike special rule
On a roll of 6 d3 Hive Tyrants Enter play via the deepstrike special rule
6) Will of The Swarm: Should Swarmlord be removed as a casualty, instead roll a d6, on a 4+ Swarmlord replaces any ONE monstrous creature owned by the controlling player of Swarmlord at full wounds. He may not assault the turn he has re-spawned but otherwise moves, can utilize psychic powers or run during the shooting phase. If there is no monstrous creatures remaining this power is forfeit). You may continue to roll this d6 at the beginning of each owning player turn to attempt to revive swarm lord (ONE USE ONLY)
Thoughts additions? Changes? To many rules on one model?
Swarm Lord may have a ludicrous edge over most opponents in CC...but he lacks the mobility to reach it typically.
further, there is NO reason he should not have either a better armor save, some form of invul save and something a bit EXTRA to give him that LOW edge.
Swarm Lord: The Lord Of War (now a LOW choice for Codex Tyranids)
Costs: 525 Points
I grant him: INDEPENDENT CHARACTER STATUS! (Insane right?)
Profile Changes: 2+ Armor save (FREAKING DUH), Strength: 9, Toughness now 8 Everything else is the same
Psychic Manipulation: Swarmlord always has a 5+ invulnerable save due to his terrifying psychic prowess
Gains Fragspines
Gains Counter Attack
Gains ETERNAL WARRIOR
Gains Feel no Pain (5+)
Every other ability he already has and:
Independent of Pride:
Swarmlord acknowledges no equal. He can fight in combat normally even after refusing a challenge. He may choose to accept or issue a challenge at the beginning of the assault phase. Further: Swarmlord always takes forced tests unmodified (leadership, init, strength ect)
Next: Something severally lacking from our book is 'mutability'. Our options are pathetically closed for being an army completely based in bio-manipulation and warefare.
Swarmy being they hyper intelligence of the hive that he is: Is going to get a little something unique.
Rapid adaptation: At the beginning of each PLAYER phase Swarmlord may infer one of the following abilities to the unit his joined to
1) Swarming Stampede: Grants the Calvary type to the unit Swarmlord has joined. This ability is lost immediately if swarmlord leaves the unit (Swarmlords new bread and butter, he can choose to join a large sqaud of warriors and proceed to truley smash his way up the field)
2) Shadow incarnate: Swarmlord focuses his influence of the hive on shutting down psychic powers! all enemy warp charges within 12" of swarmlord using Shadow Incarnate require an additional Warp Charge to activate powers (you read that right, this guy is the Swarms Dominate leader outside of the Queens he should be a freaking nightmare to psychers)
3) Eternal The swarm: Swarmlord grants eternal warrior and feel no pain (4+) to all units (every model of a unit must be at least touching the synapse bubble) within his Synapse Range
4) True Alien Cunning: Swarmlord has foreseen the enemies pitiful attempts to stem the tide of the swarm, all units within his synapse gain counter attack and hatred(EVERYTHING) (damn right I mean shooting too)
5) Monstrous Control: (usable TURN 1 1 USE ONLY CONTROLLING PLAYER'S PHASE) Swarmlord can choose to forfeit all other actions for a tun to instead summon more monsters to his Swarming assault(Assuming the come via spore for fluff purposes)
Roll a d6:
On a roll of 1 4d6 gaunts (naked) may enter play via deepstrike special rule
On a roll of 2 4d6 Gargoyals enter play via the deep strike special rule
On a roll of 3 3d6 Ravenors enter play via the deep strike special rule
On a roll of 4 3d6 Warriors enter play via the deep strike special rule
On a roll of 5 d3 Carnifex enter play via the deepstrike special rule
On a roll of 6 d3 Hive Tyrants Enter play via the deepstrike special rule
6) Will of The Swarm: Should Swarmlord be removed as a casualty, instead roll a d6, on a 4+ Swarmlord replaces any ONE monstrous creature owned by the controlling player of Swarmlord at full wounds. He may not assault the turn he has re-spawned but otherwise moves, can utilize psychic powers or run during the shooting phase. If there is no monstrous creatures remaining this power is forfeit). You may continue to roll this d6 at the beginning of each owning player turn to attempt to revive swarm lord (ONE USE ONLY)
Thoughts additions? Changes? To many rules on one model?