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Post by glitchrr36 on Oct 7, 2015 3:23:12 GMT
So I've been toying around with a bunch of ideas for the nids, because lets face it, the codex sucks compared to many others. I'm starting with the codex wide rules. Expect lots of edits to this post, and kind of randomly spaced unit alterations throughout the thread/
Know no honor: tyranid characters receive no penalties for refusing a challenge. Tyranid Characters may choose to substitute any model for a challenge (for example, a tyranid prime may choose to accept the challenge, with a carnifex in its place), but the actual character has -1 I
Shadow in the Warp: All units in the Tyranid faction have a +1 to deny the witch (as a 6+ if they do not already have one), and enemy Psyker will experience perils of the warp on any doubles unless they have the Adamantium Will special rule. Instead of rolling on the normal chart, any perils for enemy Psyker without Adamantium Will, which roll as normal, is replaced with the following: Alien Voice: The unknowable nature of the Hivemind surges through the Psyker's brain, causing his mind to fail, and then forces him to spout bizarre, impossible words that hurt the minds of those that hear them. A psyker under this perils must make a leadership test. If passed, the psyker is counted as having WS, I, Ld and BS 1, with no other modifiers being counted, for until the next friendly Psychic Phase.If failed, the psyker is removed as a casualty, the Tyranid Player receives one victory point, and all enemy units within 6" of the psyker must make a leadership check, which if failed lowers their WS, I, Ld and BS to one for d3 turns. In addition, the psyker's unit has these effects automatically. If on a vehicle with the psychic pilot special rule, the vehicle may not move (unless a Zooming Flyer, in which case it treats this as crew stunned), may only fire one weapon, which must fire snapshots, and loses the psychic pilot rule for the remainder of the game. If it passes the leadership, it does not lose psychic pilot. Vehicles are treated as have Ld ten for this.
Synapse: All Tyranid units have either an instinctive behavior, or the Synapse special rule. The synapse special rule prevents units from making IB checks (detailed bellow), and grants Fearless, Feel no Pain, plus one to one stat at any time, may use the synapse unit's leadership during tests, and may use the 'Our Weapons are Useless,' and may go to ground unless they are monstrous creatures. Units that have gone to ground may move half distance. In addition, synapse units receive Eternal Warrior. If a tyranid unit is falling back and either starts or ends in synapse, it automatically regroups.
Synaptic Puppets: all units without the synapse special rule may make an initiative test if a friendly synapse unit is fired upon within six inches of them, and if passed, they count as being fired upon their unit, instead of the synapse unit. This does not count for Rapid fire range, unless the synapse unit was inside of that range.
Instinctive Behavior: Units with the Instinctive behavior Special rule have the following benefits for being in synapse and certain behaviors if they are out of it.
Feed: out of Synapse: units with IB(feed) must move towards the nearest enemy unit,cannot fire weapons, and must assault the nearest enemy unit if possible. In Synapse. Units with IB: feed may run and assault the same turn, and gain the Rage special rule.
Lurk: out of synapse: Units with IB(lurk) must move towards the nearest cover, and cannot fire weapons or charge. Once in cover, units may only fire snapshots. In synapse: units gain the stealth and move through cover special rules, do not take difficult terrain tests (bust must take dangerous terrain as normal), and may opt to run twice, but must fire snapshots that turn.
Hunt: out of synapse: units may not run or assault, and must fire at the nearest enemy unit. If moving, units must move towards the nearest unit. In synapse: Units gain Twinlinked, and the preceision shot special rule, as well as one of the following: fleshbane, armourbane, tank hunter, monster hunter, or Skyfire. Adaptation: a model equipped with two melee weapons gains +1 WS and a model with two ranged weapons gain +1BS Synaptic targeting: if a model does not have line of sight on the targeted unit in a a shooting attack, and is synapse, the firing unit may fire on the targeted unit so long as another unit in synapse has LoS br]
Warlord traits and Apex Biomorphs are next post.
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Post by TheRippersAreComing on Oct 8, 2015 21:47:17 GMT
Me likey.
synapse:
genestealers are are known for not having IB or synapse due to their backstory.
warlord traits: (my suggestions)
+1 Wounds (Hard Chitin)
+6" Synapse range
Your Warlord gains the Outflank special rule.
+1 on instinctive behaviour for all units
A ripper swarm unit with NO UPGRADES is added to your army- It is non-scoring non-denial
IDK, another one somebody?
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Post by glitchrr36 on Oct 9, 2015 5:08:06 GMT
Warlord traits:
Nature's Bane: Roll one d6 for every wrecked vehicle, and non purchased terrain within the warlord's synapse, and for every terrain within the synapse range of a synapse creature in the warlord's synapse, roll a d6, but subtract one. for every roll of 4+, that terrain becomes difficult and dangerous terrain for enemy units with a -1 cover save, and has no penalties for tyranid units, but has a +1 to any coversaves by a model inside.
Heightened senses: The warlord and all friendly tyranid models have nightvision, ignores cover, and twinlinked on all shooting attacks. In addition, they may fire overwatch at bs2
Synaptic lynchpin: the warlord adds 6" to its synapse range, one mastery level to its psyker abilities, and a +1 to any friendly deny the witch attempt made within its synapse range.
Mind eater: gain d3 VP for every character slain in challenge. For every IC slain, the warlord generates 2d3 vp, and every enemy unit within LOS of the challenge must make its next d3 morale tests with -1 to the results (watching your general have their brain sucked out their eye sockets can be a bit traumatic.)
Spore vents: The warlord has a 6" shrouded bubble, and every enemy unit within this takes a s1 ap- poisoned 6+ automatic hit during the tyranid shooting phase shooting phase, and an I10 auto hit with the previous profile. In addition, all attacks made by the warlord in close combat have the fleshbane special rule
Adaptive biology: The warlord has FNP (6+), and will gain +1 to the fnp role for each wound it suffers. It may also add +1 to one aspect per turn, and keeps it for the turn: +1BS/WS/S/T/I/A/SV
Apex biomorphs:
WIP: trying to think of ways to make these things not (please do not swear)
Psychic powers: Tyranid psykers may choose their powers at the begining of the psychic phase, with the total number of powers equal to their mastery level, discounting any they already have. They all know the primaris powers for whatever disciplines they possess. Tyranids that suffer perils of the warp always take one wound and may not use the primaris powers for one turn.
Hivemind's control (buffs for psykers and other units) P: dominion: WC1: blessing: the pyker's synapse range is extended by 6" and all models in synapse gain 5+fnp
1: Warp Field: WC1 blessing: The psyker gains a 5+ invulnerable save, or, if it already has one, a +1 modifier to its existing save.
2: Onslaught: WC1 blessing: Same as tyranid codex
3: Puppeteer: WC2 blessing: Affects one unit within synapse range. If the models in the target unit is killed during the combat subphase, they may continue to fight until the initiative one step, where they are removed as casualties.
4: Cellular Bolster: WC2 blessing: The psyker and target unit roll 1d6 for every wound taken, and for every result of a 6+, they regain the wound. Models with only one wound gain extra wounds. The number of wounds rolled for is equal to the starting total
5: Synaptic guidance: WC1 blessing: all to hit rolls of six made in the shooting phase have the precision shot special rule.
6: catalyst: WC1 blessing: The psyker and one unit within synapse range may shoot twice, and gain +3" to any charge ranges.
Hivemind's wrath: (nerfs for enemies and witchfires)
P: Voice of the Swarm: WC2 Malediction: All enemy psykers within Synapse range must take a leadership test on 3d6, and for every point failed by, takes one perils of the warp test with the tyranid perils result.
1: Psychic Scream: WC1 witchfire: Psychic Scream is a nova power with a range of 6". For each target unit, roll 2D6+4 and subtract their Leadership. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Scream. Vehicles have 10 LD
2: Paroxysm: WC2 malediction: the target unit suffers a -D3 penalty to leadership, initiative, move range, Ws and BS. Roll once and apply to all stats.
3: The horror: WC1 Malediction: The target unit must make a pinning test, regardless of whether or not it is immune.
4: Mental flying: WC1 Witchfire 24": The target unit must immediately take a leadership test (roll to hit, this determines whether or not invulnerable saves may be taken. If hit, no, if not, then yes) using the majority ld. If failed, the unit takes a number of s1 ap- hits with the instant death special rule equal to the number of models in the unit.
5: Spasm: WC1 Witchfire: May be fired into combat. All models in target unit will strike at the initiative one step, and friendly tyranids gain +1 attacks.
6: Warp lance: WC1 witch fire: has two profiles: lance: s10 ap1 24" lance, Empyric Distortion, Assault x* and blast: s8 ap 3 30" large blast assault x* (*equal to the number of psykers in the unit) Empyric Distortion: If the "to hit" roll is failed, place a hellstorm template in base contact with the firing model, aimed at the originally targetted unit. Every enemy model suffers a single s6 ap 5 hit.
Apex Biomorphs: these biomorphs are very rarely deployed by a hive fleet, and are only found on the most important leader beasts
Maw-Claws: 25 pts: s:u+2 AP3 rending (5+) Assimilation: when a model is killed using the maw claws profile, the model that possesses them and any models in synapse has preferred enemy [faction of killed model]
Norn-Crow: 30 pts: A model with the norn crown gains +6" to its synapse range, and +1 Mastery level
Miasma cannons: 30 pts: same as tyranid codex, but replace assault one with assault 3 in spit, and assualt 6 in template and add, twinlinked, acid and fleshbane special rules, and give torrent 6" to the spray. AN: I like to think of this as the monster having two of them for infantry melting.
Reaper of Obliterax: 25 pts: Same as tyranid codex, but counts as a pair of lashwhips and a pair of boneswords for swiftstrike and life drain special rules.
Pheremonal Berserker: 20 pts: upon a model with this upgrade's death, place a massive blast template over the model before removing it as a casualty. All enemy units within this count as marked. all tyranid units gain preferred enemy and hatred of those enemy units under there, and gain the rage and berserk charge special rules for the rest of the game
Next up: Biomorphs and weapons.
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Post by glitchrr36 on Oct 9, 2015 5:24:44 GMT
Me likey. synapse: genestealers are are known for not having IB or synapse due to their backstory. warlord traits: (my suggestions) +1 Wounds (Hard Chitin) +6" Synapse range Your Warlord gains the Outflank special rule. +1 on instinctive behaviour for all units A ripper swarm unit with NO UPGRADES is added to your army- It is non-scoring non-denial IDK, another one somebody? Thanks for the feedback! I just posted warlord traits, and the synapse one is included. I may add in the +1 on IB tests one to that as an army wide buff that goes away if the warlord dies. I'm fairly sure the outflank thing will end up being something that the swarmlord's special trait will give...along with a number of other buffs. When I'm done with him, old swarmy will be able to drop more or less any other model in CC. Oh yes, he will be great once more...
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Post by TheRippersAreComing on Oct 9, 2015 23:05:36 GMT
I like it. Hopefully you will be joyed with more suggestions.
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Post by glitchrr36 on Oct 14, 2015 5:43:26 GMT
Weapons: Yay
Melee: a tyranid unit armed with one pair of melee weapons gets +1 attack. If it has two pairs, it gets +2 attacks. In addition, any special rules from one set can be transferred to the other if the model has two separate types of Melee weapon.
Scything talons: S:U AP:6 Melee, Scything blades-a model with one pair of scything talons may re-roll to hit rolls of one in close combat, with two pairs, it may reroll all failed rolls to hit
Rending Claws: S:U AP:5 Melee, Hardened tips: a model with two sets of rending claws rends on a 5+ instead of six plus, but does not gain an additional armor save.
Crushing Claws: S:U+1 AP:1 Melee, Armorbane, Unwieldly Concussive, Clubbing Limbs: A model with rending claws may make d3 additional attacks at the initiative 1 step with the following profile: S:U AP:3. If the model has two pairs of crushing claws, all failed to wound and to penetrate rolls may be rerolled, and gains d6 S:U+1 AP:2 hits, and the weapons gain the colossal special rule
Lashwhips: S:U AP:5 Melee, Swiftstrike: Models with one set of lashwhips gain +2 initiative, and models in base contact with a model with lashwhips lose d3 initiative and WS (to a minimum of 1 each. A model with two pairs of lashwhips gains +4 initiative, and models in base contact lose d6 WS and I, to a minimum of 0
Boneswords: S:U AP:3 Melee, Lifedrain: a model with one pair of bonesword causes instant death on a to wound roll of 6. If it has two, it is on a roll of 5+, and gains shred.
lashwhip and bonesword: S:U AP:3 Swifttrike* Lifedrain* *Count as one pair for each. If a model has two sets of LW and BS, it counts as two of each, but must subtract 1 from any d6 rolls for debuffs, and causes Id on a 6
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Post by TheRippersAreComing on Oct 14, 2015 15:07:09 GMT
Bring back the crushing claws d6 attacks.
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Post by glitchrr36 on Oct 15, 2015 3:11:38 GMT
Bring back the crushing claws d6 attacks. I'll probably end up giving it d3, since on a carni, you are getting 6 ap2 s9 armorbane attacks that can reroll 1s. Making it twelve at the most, not counting HoW, seems just a little silly
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Post by snakezenn on Oct 15, 2015 9:07:42 GMT
Definately Like where this is going especially for the melee weapons.
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Post by glitchrr36 on Oct 16, 2015 5:29:22 GMT
Ranged weapons: The only weapons that will be put here are ones multiple types of model can take. Rupture cannons, bio-plasmic cannons, flamespurt cannons, and other, similar weapons will be listed under their respective unit entries.
Strangle Weapons: Strangleweb: Assault 1 S:3 AP:- Pinning, Ignores Cover, Constricting: A unit that is targeted by this weapon takes 1 strength test for ever model under the template, and suffers 1 Wound with no saves allowed for every failed test. The rest of the unit suffers a -2 initiative penalty and must make snapshots until the following tyranid shooting phase. Additionally, the target must take all pinning tests, even if they are otherwise immune. Does not work on monstrous creatures or extremely bulky models Barbed Strangler 30" S:4 AP:5 Ignores cover, blast, pinning, Constricting Stranglethorn cannon: 36" S:6 AP:4 Ignores Cover Large blast pinning, constricting
Venom Cannons: Light venom cannon: 30" S:6 AP:4 Assault 2 Acid: attacks with this special rule cause all models hit by these attacks to roll a d6. On less than 5, the model takes the hit as normal, the hit is treated as having fleshbane (5+). on 5+ affected models count their armor saves as normal for the acid attack, but are one higher (a 2+ becomes a 3+, ETC) for the remainder of the game. This happens until the model has no armor save left. Unsaved wounds by attacks with this special rule count as fleshbane (5+). On models with AV, this is treated as a reduction by one point from the facing hit, to a minimum of five. Heavy Venom cannon: 39" S:9 AP:3 Assault 5 Acid
Fleshborer: 12" S:5 AP:4 Assault 1
Devourer weapons: Devourer:18" S:4 AP:5 Assault 4 Neural agony: Infantry models hit by this weapon must make a toughness save. If they fail, they loose d3 WS, BS, LD, and I for the remainder of the turn Twin linked Devourer with Brainleech Worms: 24" S:6 AP:5 Assault 8 Neural agony-Models must reroll toughness saves if passed by less than four points. Thorax weapons Desicator Larvae: Template S:1 AP:- Assault 1 Fleshbane, Thorax: The weapon does not count to the total number of weapons fired, unless a weapon with the Carapace weapon rule is fired by the same model. In close combat, a model with this may make one attack using the previous profile against any models in base contact Electroshock grubs: Template S:5 AP:5 Haywire, Thorax Shreddershard beetles S:3 AP:3 Rending, shred, thorax
Carapace mounted weapons Stinger Salvo: 18" S:5 AP:4 Assault 4 Carapace: This weapon may be fired without counting towards total number of weapons fired, unless a weapon with the thorax special rule has been fired. Allows model to ignore initiative penalties from charging through difficult terrain by d6. Cluster spines: 18" S:5 AP:5 Large blast, ignores cover, carapace
Deathspittters: Deathspitter: 24" S:5 AP:4 Assault 2 pyroacid: roll a d3 instead of d6 twin linked deathspitter with pyroacid grubs: 30" S:7 AP:3 Assault 4 Pyroacid: The track has the acid special rule. In addition, you may roll an additional D6 to vehicle penetration rolls, and add +1 to all penetration results
Bioplasma: S:7 AP:2 Template assault 2 torrent (6") Maw cannon: If the monstrous creature has fired two other weapons this phase, it may fire this weapon as part of an overwatch attack, but not during the shooting phase.
Spine fists: S:U+1 AP:5 15" Assault X* Twinlinked Poisoned:6+ Punchgun: A model with spinefists receives an additional number of attacks equal to half its base attacks (round down, unless the number is less than one, in which case, it has 1), and counts as a close combat weapon for extra attacks and Adaption bonuses *The model recieves a number of shots equal to its unmodified attack count. Heavy Spinefists S:U+3 AP 4 Assault X+2 Twinlinked Poisoned: 5+ punchgun, unweildly
Tentaclids: S:6 AP:3 Haywire, ignores cover, fleshbane (4+), Idependent organism: These may be fired seperately from any other weapons the model has, at BS:4, three dimensional senses: The tentaclid may choose whether or not is has the skyfire rule that turn. Cost:15 pts. The total number of tentaclids will be listed to the side of the option in brackets, and any pre existing tentaclids before the brackets.
Tail biomorphs: In the fight subphase, a model with a tail biomorph may make one addition attack with the profile, which benefits from special rules conveyed by biomorphs. Bonemace: S:8 AP:4 Melee, unwieldly, armorbane. Prehensile pincer: S:6 AP:4 melee, Swiftstrike,Strikedown Thresher scythe: S:4 AP:3 Shred, rending Toxinspike: S:1 AP:2 Poisoned: 2+, Acid. Electrospines: S:6 AP:1 Haywire, concussive == == Basic bio-weapons:a model may replace one set of scything talons with the following Devourer: free Spinefists: free Deathspitter: 5 pts
Basic bio-cannons A model may replace one pair of scything talons with one of the following Light venom cannon: 7 pts Barbed Strangler: 7 pts
Heavy bio-cannons: a model may replace one pair of scything talons with one of the following Twin linked devourer with brainleech worms: 20 pts Twin linked deathspitter with pyroacid grubs: 20 pts Stranglethorn Cannon: 25 pts Heavy Venom Cannon: 25 pts Heavy Spinefists: 5 pts
Melee Bio-morphs: A model may exchange a pair of scything talons for one set of melee biomorphs Rending Claws: 5 pts LashWhips: 7 pts Boneswords: 10 pts Lashwhip and bonesword: 15 pts Crushing Claws: 25 pts
Thorax biomorphs: may take one in addition to any other weapons and biomorphs Electroshock grubs: 10 pts Desicator Larvae: 10 pts Shredershard beetles: 10 pts
Carapace Weapons: May be taken in addition to any other weapons and biomorphs Stinger Salvo: 8 pts Cluster spines: 8 pts
Biomorphs: Toxin sacks: I* 2 pts M* 5 pts Adrenal glands I 3 pts M 8 pts Acid blood: M 15 pts Toxic miasma: 20 pts Regeneration: 30 pts
Assault biomorphs In addition to any non thorax , non carapace weapons. Pay double for both thorax weapons/carapace and assault biomorphs if both are taken Fleshhooks: 7 pts Spinebanks: 10 pts
Tail biomorphs: may be taken in addition to any other weapons or biomorphs Bonemace: 15 pts Thresher scythe: 10 pts Prehensile pincer: 15 pts Toxin spike: 10 pts Electrospines: 20 pts
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Post by glitchrr36 on Oct 18, 2015 1:34:40 GMT
Biomorphs are being worked on, and I just realized I may need to do a teeny bit of nerfing on the Trygons. I figured most people would call bull on a unit that can run to the opposite end of the board in a turn and a half
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Post by glitchrr36 on Oct 18, 2015 3:34:47 GMT
Biomorphs: Any secial rules a biomorph gives (such as poisoned) is transferred to all shooting and melee attacks the model can make.
toxin sacks: The model gains the poisoned: 5+ special rule.
Adrenal Glands: The model gains the Fleet, Furious charge, crusader, Feel no pain:5+ special rules, may half their run then charge in the assault phase and may move an additional d3 in the movement phase
Regeneration: for every wound lost earlier in the game, roll 1d6. On a roll of six, the model regains one wound. Adds =1 to any fnp roll the model has.
Acid Maw: at the initiative 1 step, the model with this biomorph may make d3 S:5 AP:2 autohits, with the acid, ignores cover, and rending special rule.
Acid Blood: When a model with this biomorph is wounded, every model in base contact with a model with this biomorph suffers 1 S:5 AP:2 autohits, with the acid, and ignores cover special rules. If the model is killed in melee, before removing it, any model in base contact suffers d6 S:6 AP:1 Autohits with the ignores cover, rending (5+), and Acid special rules.
Toxic Miasma-A model with this biomorph has the stealth special rule, and at the initiative ten step, all enemies enemy units with 6" suffer a s1 AP- poisoned+4 soulblaze hit. once per game, all models within three inches suffer a S:1 AP:- Instant death poisoned (2+) acid hit and the firing model gains a 3+ coversave until the next tyranid assault phase
Assault biomorphs: models with these biomorphs do not suffer initiative penalties charging through terrain. Fleshhooks: 8" S:U AP:6 Assault X Drag, precision shots (4+) May only be fired during assault phase, Drag: weapons with the drag special rule nominate one enemy model within their target range during the assault phase. The unit makes one shot, which must roll to hit, against the model. the model must immediately take a strength test with a -2 modifier. I failed, all hits have the concussive, and strike down special rules, and the model is put into base contact with the firing model. The firing model has a +2 initiative for the first turn of the phase, which is treated as a challenge. If mounted on an infantry model, models with the extremely bulky special rules, monstrous and gargantuan creatures may not be dragged. If mounted on a monstrous creature, gargantuan creatures may not be dragged. Characters may take an initiative test-if passed, the model rolls to wound as normal, but cannot be dragged. If failed, it only suffers a -1 penalty to strength. Grappling talons: a model with fleshhooks may climb as many floors on a building as it wants, but may not use fleshhooks during the assault phase. Spinebanks: 12" S:4 AP:6 Assualt 2x
any suggestion biomorphs will be evaluated and probably added. Please make suggestions, I can't think of any more that won't be single model only. I'll add tail and assault grenades in a moment. Fleshhooks will have some fun rules.
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Post by snakezenn on Oct 18, 2015 19:57:35 GMT
Ranged weapons: The only weapons that will be put here are ones multiple types of model can take. Rupture cannons, bio-plasmic cannons, flamespurt cannons, and other, similar weapons will be listed under their respective unit entries. Strangle Weapons: Strangleweb: Assault 1 S:3 AP:- Pinning, IgnoresConstricting: A unit that is targeted by this weapon takes 1 strength test for ever model under the template, and suffers 1 Wound with no saves allowed for every failed test. The rest of the unit suffers a -2 initiative penalty and must make snapshots until the following tyranid shooting phase. Additionally, the target must take all pinning tests, even if they are otherwise immune. Does not work on monstrous creatures or extremely bulky models Barbed Strangler 30" S:4 AP:5 Ignores cover, blast, pinning, Constricting Stranglethorn cannon: 36" S:6 AP:4 Ignores Cover Large blast pinning, constricting Venom Cannons: Light venom cannon: 30" S:6 AP:4 Assault 2 Acid: attacks with this special rule cause all models hit by these attacks to count their armor saves as normal for the acid attack, but are one higher (a 2+ becomes a 3+, ETC) for the remainder of the game. This happens until the model has no armor save left. Unsaved wounds by attacks with this special rule count as fleshbane (5+). On models with AV, this is treated as a reduction by one point from the facing hit, to a minimum of five. Heavy Venom cannon: 39" S:9 AP:3 Assault 5 Acid Fleshborer: 12" S:5 AP:4 Assault 2 Devourer weapons: Devourer:18" S:4 AP:5 Assault 4 Neural agony: Infantry models hit by this weapon must make a toughness save. If they fail, they loose d3 WS, BS, LD, and I for the remainder of the turn Twin linked Devourer with Brainleech Worms: 24" S:6 AP:5 Assault 8 Neural agony-Models must reroll toughness saves if passed by less than four points. Thorax weapons Desicator Larvae: Template S:1 AP:- Assault 1 Fleshbane, Thorax: The weapon does not count to the total number of weapons fired, unless a weapon with the Carapace weapon rule is fired by the same model. In close combat, a model with this may make one attack using the previous profile against any models in base contact Electroshock grubs: Template S:5 AP:5 Haywire, Thorax Shreddershard beetles S:3 AP:3 Rending, shred, thorax Carapace mounted weapons Stinger Salvo: 18" S:5 AP:4 Assault 4 Carapace: This weapon may be fired without counting towards total number of weapons fired, unless a weapon with the thorax special rule has been fired. Cluster spines: 18" S:5 AP:5 Large blast, ignores cover, carapace Deathspittters: Deathspitter: 24" S:5 AP:4 Assault 2 twin linked deathspitter with pyroacid grubs: 30" S:7 AP:3 Assault 4 Pyroacid: The track has the acid special rule. In addition, you may roll an additional D6 to vehicle penetration rolls, and add +1 to all penetration results Bioplasma: S:7 AP:2 Template assault 2 torrent (6") Spine fists: S:U+1 AP:5 15" Assault X* Twinlinked Poisoned:6+ Punchgun: A model with spinefists receives an additional number of attacks equal to half its base attacks (round down, unless the number is less than one, in which case, it has 1), and counts as a close combat weapon for extra attacks and Adaption bonuses *The model recieves a number of shots equal to its unmodified attack count. Tentaclids: S:6 AP:3 Haywire, fleshbane (4+), Idependent organism: These may be fired seperately from any other weapons the model has, at BS:4, three dimensional senses: The tentaclid may choose whether or not is has the skyfire rule that turn. Cost:15 pts. The total number of tentaclids will be listed to the side of the option in brackets, and any pre existing tentaclids before the brackets. Why yes, Flakkafexes are a thing you can do now Biomorphs: Any secial rules a biomorph gives (such as poisoned) is transferred to all shooting and melee attacks the model can make. toxin sacks: The model gains the poisoned: 5+ special rule. Adrenal Glands: The model gains the Fleet, Furious charge, crusader, Feel no pain:5+ special rules, and may move an additional d3 in the movement phase Regeneration: for every wound lost earlier in the game, roll 1d6. On a roll of six, the model regains one wound. Adds =1 to any fnp roll the model has. Acid Maw: at the initiative 1 step, the model with this biomorph may make d3 S:5 AP:2 autohits, with the acid, ignores cover, and rending special rule. Acid Blood: When a model with this biomorph is wounded, every model in base contact with a model with this biomorph suffers 1 S:5 AP:2 autohits, with the acid, ignores cover, and rending special rule. If the model is killed in melee, before removing it, any model in base contact suffers d6 S:6 AP:1 Autohits with the ignores cover, rending (5+), and Acid special rules Toxic Miasma-A model with this biomorph has the shrouded (6") special rule, and at the initiative ten step, all enemies enemy units with 6" suffer a s1 AP- poisoned+1 soulblaze hit. once per game, all units with base contact suffer a S:1 AP:- Instant death poisoned (2+) acid hit. Fleshhooks and whatever they are called any suggestion biomorphs will be evaluated and probably added. Please make suggestions, I can't think of any more that won't be single model only. I'll add tail and assault grenades in a moment. Fleshhooks will have some fun rules. Wow, I think you are trying to make nids unbeatable! For constricting, make it allow invul saves and then I think those weapons are good. Acid is waaaay too strong, tone it down a little something like it has fleshbane 5+ and on a roll of a 6 the unit loses one point of armor. Still really strong. Fleshborer is too strong a gun for an infantry to have, maybe change it to S4 AP5 with Assault 2. With the change to fleshborer, I think the 4 shots for devourer is fine but just make neural agony a -1 to a unit hit by devourers. Devourer with brainleech should still just be 6 shots unless it is going to be more expensive. Like the change to thorax weapons. Would just consolidate thorax and carapace into the same weapon group. I would add the pyroacid rule to the deathspitter but make it add d3 rather than d6 to the armor pen roll. Maybe think about making bioplasma a thorax weapon? or give it a rule where it can be used while running and mounted on a standard carnifex. Like the latter better. Like the spinefists, though I would make the range 12" cause the 6" rule. Tentaclids look decent. Toxin sacs should be 4+ poinson and 6+ fleshbane IMO Regeneration to it will not die and the +1 to FNP I do not think acid blood needs rending For toxic Miasama you should change that to stealth instead of shroud 6+, would change the hits to be any model in base contact suffers a s1 ap- poison 4+ hit fleshbane 6+. The once per game just add 4+ fleshbane.
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Post by glitchrr36 on Oct 21, 2015 1:36:23 GMT
Fixed. I'll be starting with HQ choice in about 5 minutes
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Post by glitchrr36 on Oct 21, 2015 1:41:10 GMT
Hive tyrant: WS:8 BS:5 S:7 T6 W:4 I:5 A:4 LD:10 SV:+3 1 hive tyrant monstrous creature (character) 120 pts options may take items from monstrous biocannons, biomorphs, melee biomorphs, thorax swarms, carapace biomorphs, tail biomorphs, assault biomophs and Apex Biomorph lists. may take wings-model becomes flying monstrous creature. does not allow armored carapace:50 pts May take armored carapace-gains fnp (6+), and a 2+ armored save. May not take wings:45 pts may take any of the following Indescribable horror: units within 12" must take a fear test with 3d6. Fearless units must take this test, but those with adamantium will do not-10 pts old adversary: rerolls all ones in close combat, gains +1 WS against models with the character special rule- 15 pts hive commander: Once per turn, choose one unit in reserves per hive tyrant. this model does not scatter when deep striking, and if not deep striking, gains the outflank special rule.- 20 pts May take one brood of tyrant guard-35 pts May take bioplasma: 20 pts Rules: Psyker ML 3, synapse (15")
Equippment: two pairs of scything talons Addenda: Any particular strategies, fixes, and other such things will go here.
I'm doing one unit per post.
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