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Post by Hive Tyrant Qiln on Jan 22, 2016 4:04:24 GMT
Hmm I have 3. SO will this be like chapter doctrines, or something else? Anyway -Endless Swarm: Killed troop units (not including Tervigons) can come back on a 4+. If the Swarmlord is in your army, you can reroll the replacement rolls. -Alien Intelligence: Synapse creatures gain the Ambush! and Outflank special rule. -Vanguard Swarm: Units can move up an extra D6 when rolling for running. ADDENDA Ambush!: Creatures with this rule can assault from Outflank and reserves. cool. The vanguard may end up being "X units have the scout/infiltrate rule because a model with adrenal glands would move 3d6 running which is just a wee bit silly One will be all mc/gmc units getting shrouded. No clue how chapter tactics work so maybe. Can you give a run down? Basically, you choose a tactic at the beginning of each of your turns. This tactic applies to your entire army until the next turn. You known that (please do not swear) about DA's getting overwatch at full BS? That's a tactic I believe.
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Post by glitchrr36 on Jan 22, 2016 5:15:16 GMT
cool. The vanguard may end up being "X units have the scout/infiltrate rule because a model with adrenal glands would move 3d6 running which is just a wee bit silly One will be all mc/gmc units getting shrouded. No clue how chapter tactics work so maybe. Can you give a run down? Basically, you choose a tactic at the beginning of each of your turns. This tactic applies to your entire army until the next turn. You known that (please do not swear) about DA's getting overwatch at full BS? That's a tactic I believe. It will end up like that but it will be one benefit picked before the start during list building
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Post by Charistoph on Jan 22, 2016 6:01:21 GMT
cool. The vanguard may end up being "X units have the scout/infiltrate rule because a model with adrenal glands would move 3d6 running which is just a wee bit silly One will be all mc/gmc units getting shrouded. No clue how chapter tactics work so maybe. Can you give a run down? Basically, you choose a tactic at the beginning of each of your turns. This tactic applies to your entire army until the next turn. You known that (please do not swear) about DA's getting overwatch at full BS? That's a tactic I believe. Not quite. Doctrines are one-use buffs to units in the detachment. Chapter Tactics provide Special Rules to the unit like getting a group of Doctrines in addition to what a Detachment may provide or allowing Jump units to Jump in both Movement and Assault. They are also used to restrict certain units to certain builds like Black Templar Crusader Squads and Uniques like Marneus Calgar. Chapter Tactics are decided when putting the detachment together and will affect any unit with the Chapter Tactics rule. Chapter Tactics are also unusable if the models in the unit have different Chapter Tactics (a new addition with the 7th Edition codex). They also tend to influence army builds as certain units receive bonuses from their Tactics, like Raven Guard Jump Infantry being able to Jump in the Movement Phase AND Assault Phase of the same turn. This leads to detachments with Raven Guard Chapter Tactics having more Jump Infantry to take advantage of this. A Tyranid version of this would be Hive Fleet Traits. A Hive Fleet noted for taking Hormagaunts may give them Preferred Enemy (Infantry) and reroll Instinctive Behavior Rolls or something like that. While another Hive Fleet noted for heavy Synapse use would give Eternal Warrior and 6++ to Synapse models.
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Post by Hive Tyrant Qiln on Jan 24, 2016 19:17:37 GMT
Hey Glitchrr, found some rules for the cerbore and dactylis for you, so you don't have to do it.
A Dactylis is taken as a Heavy support choice for any Tyranid army.
Dactylis- 180 pts.
WS|BS|S|T|W|I|A|Ld|Sv 3 |3 |6 |6 |4 |1 |2 |8 |3+
Composition: - 1 Dactylis
Unit type: - Monstrous creature
Weapons and Biomorphs: - Bonded exoskeleton - Claws and Teeth - Bio-pod launcher
Special rules: - Instinctive behavior Lurk
Bio-pod launcher: A Bio-pod launcher can fire multiple different types of pods, pick which before declaring your target.
Bile pod: Range Strength AP Type 72" x 5 Assault 2, Barrage, Large blast The Bile pod always wounds on a 3+, regardless of the targets toughness, in addition cover saves cannot be taken against wounds caused by a Bile pod.
Bio-acid pod: Range Strength AP Type 72" 6 3 Assault 2, Barrage, Small blast Against vehicle units always roll to penetrate against the vehicles rear armour, to represent the powerful acid melting through vision slots, vents, and any weak spots.
Frag pod: Range Strength AP Type 72" 6 4 Assault 2, Barrage, Large blast
~~~
A Cerebore is a large Tyranid organism specifically created to transport smaller creatures safely into battle. It's an organic tank transport thought to have been spawned after the Tyranids encountered Imperial forces, but instead of armour plating it has a hardened exoskeleton reinforced like none other, able to resist Anti-tank rounds that would leave any normal tank a smoking wreck.
It is able to transport smaller Tyranids due to small protective sacs under its carapace. These sacs contain a sort of nutrient bio-gruel that keeps the Tyranids alive for longer than normal periods of time. In addition this gruel increases the cellular repair rate of any on board Tyranids, repairing damaged limbs, strengthening carapace, and even goes as far as to energize the organisms mind, making it think and act far faster than normal. This is thought as a way to keep Tyranids alive behind enemy lines if anything were to happen to the main force, these odd Bio-creatures act as temporary rally points for beaten creatures.
Though it is a transport it is far from defenseless. The Cerebore has a mass of short but strong whip-like appendages along both sides to repel any attacks, in addition it has a pair of shovel like talons at its head used to smash through ruins and even enemies, ensuring nothing slows it from its goal of disgorging it's deadly cargo.
A Cerebore is taken as a Fast attack choice for any Tyranid army.
Cerebore- 250 pts.
WS|BS|S|T|W|I|A|Ld|Sv 3 |3 |6 |6 |5 |2 |3 |8 |2+
Composition: - 1 Cerebore
Unit Type: -Monstrous creature
Weapons and Biomorphs: - Armoured shell - Stinger salvo - Scything talons - Lash whips - Thrasher tendrils
Special rules: - Instinctive behavior- Feed - Transport creature - Move through cover - Fearless
Transport creature: A Cerebore can carry a single unit of up to 20 Infantry models. When disembarking/Embarking the Cerebore is treated as an open-topped vehicle for access point purposes. When embarked a unit cannot be affected by any shots or psychic abilities against the Cerebore. If the Cerebore is killed the unit inside treats it as a Vehicle-Explodes result, in addition they must take a strength check, if failed the unit is considered at Initiative 1 unit the Tyranid players next turn, if the test is passed the unit is unaffected and disembarks as normal.
Thrasher tendrils: These large club like tendrils are used to beat off or get away from any unit trying to assault the Cerebore, they also help the Cerebore perform great bursts of speed.
Any unit wishing to assault a Cerebore counts as assaulting through difficult terrain. In addition once a game a Cerebore may use these tendrils to propel itself forward in a small burst of speed, roll a D6 and it moves that may extra inches during its movement. This does not affect an on board units ability to disembark.
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Post by glitchrr36 on Jan 25, 2016 1:54:44 GMT
Eh, I'm still writing them up. I mightt take inspiration from them, but not those, as they suffer same stat syndrome.
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Post by glitchrr36 on Jan 25, 2016 2:54:35 GMT
Dominatrix: lord of war WS:10 BS:8 S:9 T:9 W:10 I:4 A:3 LD:10 SV:3+ 1 dominatrix gargantuan creature (character) 1250 pts OPTIONS May take any of the following: -Incendiary Ichor -Swarm Incubation Chamber* -40 pts -Bio-plasma torrent* -20 pts May take one of the following: -Ablative Chitin -Spine Cloud Spray -Spore mine Spitter* -20 pts -Bio-acid spray May take items from the biomorphs, tail biomorphs and thorax biomorphs lists WARGEAR superheavy biocannon Sickle talons Wrecker claws RULES Synapse: 48" It will not die Warp field Multiple symbionts Titanic charge Monster hunter Tank hunter Charge through cover Warp distortion field Swarm Mother: this model may create more models. Depending on the size of the model, roll based on the following chart. models may have up to half the total points base for the spawned models in upgrades rippers: d6 bases gaunts: 3d6+3 models Warrior sized: d6+2 models vores: d3+2 small monstrous (hive tyrant/carnifex sized)D6-2 (to a minimum of one), takes one wound Large monstrous creatures (haruspex/trygon sized) 1, takes two wound Psyker (ML:5) knows special power: eye of the hivemind: WC2: witchfire assault 2d6 S:10 AP:1 36" Pinning, blind, blast, soul blaze, melta. may target multiple units. Swarm commander: if a dominatrix dies, all friendly tyranid models gain preferred enemy, hatred, rage, and feel no pain (6+), and crusader. The unit that killed it permanently looses d6 leadership
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Post by glitchrr36 on Jan 27, 2016 1:24:15 GMT
Cerebore: fast attack WS:3 BS:3 S:5 T:8 W:6 I:3 A:2 LD:7 SV:2+ 1 cerebore gargantuan creature 170 pts OPTIONS May take items from the biomorphs, carapace biorophs, heavy biocannons (count all as twin linked) and thorax biomorph lists May take spine banks WARGEAR twin linked devourers with brainleech worms scything talons Lash Tentacles* RULES IB: lurk Fearless Transport beast: up to two units, with a total amount of no more than 30 models (carnifices and hive tyrants count as nine, all other Monstrous Creatures count as 15) are purchased with this model. They do not use up a FOC slot, but do count for all other rules their normal slot would have (termagants would still have ObSec, for example). Counts as an open topped transport for embarking and disembarking, with the assault vehicle special rule. Passengers may shoot out of the model. ADDENDA Does not have the stomp USR Lash tentacles: S:U AP:5 Melee, flail: may replace all normal attacks with one attack to every model in base contact. Strikedown, thrasher: Any unit wishing to assault a Cerebore counts as assaulting through difficult terrain. This is the model I was basing this off of: %D0%BD%D0%B4%D0%BE%D0%BC%D1%8B-Cerebore-1403538.jpeg" rel="nofollow" target="_blank">img0.reactor.cc/pics/post/Tyranids-Warhammer-40000-%D1%84%D1%%D0%BD%D0%B4%D0%BE%D0%BC%D1%8B-Cerebore-1403538.jpegIt may not be apparant in this image, but that model is at the shoulder level of a mawloc, and probably almost a foot long.
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Post by glitchrr36 on Jan 27, 2016 1:58:37 GMT
I changed a rule in zoanthrope. If you need to fix it for the pdf, please do so. Now zoanthropes generate 2+X warp charges/
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Post by Hive Tyrant Qiln on Jan 27, 2016 2:09:46 GMT
I changed a rule in zoanthrope. If you need to fix it for the pdf, please do so. Now zoanthropes generate 2+X warp charges/ Alright, changed.
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Post by Charistoph on Jan 27, 2016 3:47:25 GMT
Cerebore: dedicated transport WS:3 BS:3 S:5 T:8 W:6 I:3 A:2 LD:7 SV:2+ 1 cerebore gargantuan creature 170 pts OPTIONS May take items from the biomorphs, carapace biorophs, heavy biocannons (count all as twin linked) and thorax biomorph lists May take spine banks WARGEAR twin linked devourers with brainleech worms scything talons Lash Tentacles* RULES IB: lurk Fearless Move through cover Transport beast: carries 30 models. Counts as having assault vehicle special rules. Passengers may shoot out of the model. ADDENDA Lash tentacles: S:U AP:5 Melee, flail: may replace all normal attacks with one attack to every model in base contact. Strikedown, thrasher: Any unit wishing to assault a Cerebore counts as assaulting through difficult terrain. This is the model I was basing this off of: %D0%BD%D0%B4%D0%BE%D0%BC%D1%8B-Cerebore-1403538.jpeg" rel="nofollow" target="_blank">img0.reactor.cc/pics/post/Tyranids-Warhammer-40000-%D1%84%D1%%D0%BD%D0%B4%D0%BE%D0%BC%D1%8B-Cerebore-1403538.jpegIt may not be apparant in this image, but that model is at the shoulder level of a mawloc, and probably almost a foot long. Two concerns with this setup: 1) The Dedicated Transport Role is no longer in use with current codices, you may want to review which base Role it has, either LoW or FA. 2) Slotless Gargantuan Creatures sounds pretty scary to me. I don't see a lot of people volunteering to face something that can be propagated so readily and as CAD Troops as well. Even as a Monstrous Creature it may be too much, over all, as a Dedicated Transport. (side note: Gargantuan Creatures have Move Through Cover as part of their unit type).
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Post by glitchrr36 on Jan 27, 2016 5:00:17 GMT
Cerebore: dedicated transport WS:3 BS:3 S:5 T:8 W:6 I:3 A:2 LD:7 SV:2+ 1 cerebore gargantuan creature 170 pts OPTIONS May take items from the biomorphs, carapace biorophs, heavy biocannons (count all as twin linked) and thorax biomorph lists May take spine banks WARGEAR twin linked devourers with brainleech worms scything talons Lash Tentacles* RULES IB: lurk Fearless Move through cover Transport beast: carries 30 models. Counts as having assault vehicle special rules. Passengers may shoot out of the model. ADDENDA Lash tentacles: S:U AP:5 Melee, flail: may replace all normal attacks with one attack to every model in base contact. Strikedown, thrasher: Any unit wishing to assault a Cerebore counts as assaulting through difficult terrain. This is the model I was basing this off of: %D0%BD%D0%B4%D0%BE%D0%BC%D1%8B-Cerebore-1403538.jpeg" rel="nofollow" target="_blank">img0.reactor.cc/pics/post/Tyranids-Warhammer-40000-%D1%84%D1%%D0%BD%D0%B4%D0%BE%D0%BC%D1%8B-Cerebore-1403538.jpegIt may not be apparant in this image, but that model is at the shoulder level of a mawloc, and probably almost a foot long. Two concerns with this setup: 1) The Dedicated Transport Role is no longer in use with current codices, you may want to review which base Role it has, either LoW or FA. 2) Slotless Gargantuan Creatures sounds pretty scary to me. I don't see a lot of people volunteering to face something that can be propagated so readily and as CAD Troops as well. Even as a Monstrous Creature it may be too much, over all, as a Dedicated Transport. (side note: Gargantuan Creatures have Move Through Cover as part of their unit type). you bring up very good points. Tyrannocytes will stay spotless, but must be bought as an upgrade, and this guy will be FA, not have stomp, and whatever unit is taken is counted as this guy's unit.
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Post by glitchrr36 on Jan 27, 2016 22:41:03 GMT
Fixed tyrannocyte and cerebore.
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Post by glitchrr36 on Jan 29, 2016 13:18:37 GMT
adrenal glands allow running then charging now.
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Post by Hive Tyrant Qiln on Feb 2, 2016 3:10:36 GMT
Tyrannofex WS:4 BS:5 S:6 T:9 W:6 I:3 A:2 LD:8 SV:2+ monstrous creature 1 tyrannofex 130 pts OPTIONS may take items from the biomorphs, thorax biomorphs, and carapace biomorphs list may replace acid spray* with one of the following Fleshborer Hive* Rupture cannon May take up to six tentaclids WARGEAR Acid spray Stinger Salvo RULES Fearless IB: hunt ADDENDA Aid spray S:6 AP:3 template, assault 1 torrent, acid Fleshborer hive: S:5 AP:4 24" assault 20 Blind, shred, a tyrranofex with this gun has the shrouded special rule Rupture Cannon: S:10 AP:1 48" assault 2, armourbane, cataclysmic reaction:if both shots hit the same vehicle model, it is removed from play, along with any embarked passengers. Place a massive blast template over it, and any model underneath this template suffers a S:6 AP:5 hit Wait a minute... -Hitting on 2+ -If both shots hit, instant kills land raider and terminators -Then gets to kill any scouts nearby -48" range -Can fire twice
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Post by glitchrr36 on Feb 2, 2016 4:16:34 GMT
Tyrannofex WS:4 BS:5 S:6 T:9 W:6 I:3 A:2 LD:8 SV:2+ monstrous creature 1 tyrannofex 130 pts OPTIONS may take items from the biomorphs, thorax biomorphs, and carapace biomorphs list may replace acid spray* with one of the following Fleshborer Hive* Rupture cannon May take up to six tentaclids WARGEAR Acid spray Stinger Salvo RULES Fearless IB: hunt ADDENDA Aid spray S:6 AP:3 template, assault 1 torrent, acid Fleshborer hive: S:5 AP:4 24" assault 20 Blind, shred, a tyrranofex with this gun has the shrouded special rule Rupture Cannon: S:10 AP:1 48" assault 2, armourbane, cataclysmic reaction:if both shots hit the same vehicle model, it is removed from play, along with any embarked passengers. Place a massive blast template over it, and any model underneath this template suffers a S:6 AP:5 hit Wait a minute... -Hitting on 2+ -If both shots hit, instant kills land raider and terminators -Then gets to kill any scouts nearby -48" range -Can fire twice i just noticed I forgot points value on the rupture cannon and fleshborer hive. Oops.
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