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Post by glitchrr36 on Dec 1, 2015 1:44:28 GMT
I like death from above, but like others have said, it causes too much damage without any repercussions. 1 gargoyle is removed as a casualty, I'd against a building, treat this result as 2-4 2-4 nothing happens 5 random weapon destroyed 6 hull point loss Same for both buildings and fliers. Shrikes are GREAT with jink, but I wouldnt make them mini-mc's like the coldstar. Save that for tyrant guard, so that they can still join a Hive tyrant. I'd be hard-pressed to just make tyrant guard mc's with the same profile. Ravenors look good, I wouldn't want to get rid of the red terror in place of an alpha, nids don't have unit champions. just lower the cost of the red terror and put him in HQ. I don't remember looking at it, but do your ravenors have synapse? I would give it to them, as they are technically warriors. I would give ground warriors S/T5 4+, shrikes S/T4 5+ with jink, and Ravenors S/T4 4+. Also, plans for sky-slashers? While gargoyles are fluffy at clogging vehicle engines, perhaps sky-slashers could fill the role easier? I had an idea for rippers, sky-slashers, and whatever we could call Tunneling rippers: a kind of baneling form/meltabomb upgrade. For every base in base contact, you may choose to sacrifice any number of your ripper bases for a Caustic Explosion attack. At the initiative 1 step, before removing your models chosen for the attack, center the small blast marker over the base of the ripper. Enemy models under the template take an automatic hit at S8, AP1 with the Armourbane Special Rule. Thank you so much for feedback! I don't know if I've made this clear before, but about eight percent of what I change, add, and subtract is relying in guess work and hoping that it actually makes sense when I reread it. I'm going to keep alphas, as I think special snowflake bugs, outside of the swarmlord (who I have some ideas about what to do with, most of which involve him being the toughest melee combatant without D). I'm thinking of making a rule for them so that if the alpha is alive, the unit counts as in synapse. Baneling rippers will probably end up an upgrade end up being an upgrade, and wings are going to end up an upgrade for ripper if I decide to include them. They seemed a little pointless, as there were many better units in the fast attack slot, so I hadn't even heard of someone ever having a use for them Also, I may end up adding personal ideas later on, such as variants on the heirodule and suchforth.
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Post by glitchrr36 on Dec 21, 2015 22:55:52 GMT
Harpy WS:4 BS4 S:5 T:6 W:5 I:5 A:3 LD:10 SV:3+ Flying monstrous creature 1 harpy 105 pts OPTIONS may replace twin linked stranglethorn cannon with twin linked heavy venom cannon: free May take tentaclids(2) may take one of the following: stinger salvo: 5pts cluster spines: 8pts may take items from the biomorphs list May purchase the acid special rule for spore mine cysts-15 pts May purchase the shred and rend special rules for spore mine cysts- 20 pts WARGEAR: twin linked stranglethorn cannon scything talons spore mine cysts* RULES Fearless IB: feed Hit and run Skyborne: this model may reroll failed grounding tests Sonic screech: when assaulting, the target unit has -5 initiative Aerial Predator: while swooping, this model has +1 BS against ground targets Swooping assault: may charge from swooping ADDENDA Spore Mine Cysts S:4 AP:3 0" assault 1, barrage, large blast, spore burst: If the end position of the blast marker doesn't have any enemy models under it, place d3 Spore Mines within coherency and at least 1" from impassable terrain and enemy models. This weapon may be fired at areas without enemy models. Spore bomb: used during movement phase, may be fired at any models ore area moved over. May be used once per movement phase, counts as the model having fired one weapon in the shooting phase, but other units may be targeted by other attacks. Model must be swooping. Place the blast marker over the model or spot, and scatter d6". Hits under the marker are resolved with the above profile.
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Post by glitchrr36 on Dec 22, 2015 16:47:10 GMT
Hive crone WS:4 BS:4 S:5 T:6 W:5 I:5 A:3 LD:10 SV:3+ flying monstrous creature 1 hive crone 125 pts OPTIONS may take one of the following -cluster spines -stinger salvos may take options from the biomorphs list may take up to four additional tentaclids RULES fearless IB:feed Skyborne. Raking strike: all vector strikes count as S:8, with AP:3 against non vehicle models, and a +1 to penetration rolls on vehicles. In addition, a hive crone performs d3 vector strikes. Aerial Slaughterer: the model may assault flyers and has +1 bs against flying models. During the assault phase, the model may move 2d6 and preforms d6 vector strikes against any unit moved over. Swooping Assault WARGEAR Drool Cannon* Four tentaclids scything talons Addenda Drool Cannon: Spit mode: S:6 AP:4 24" Acid assault 2 Spray mode: S:6 AP4 template assault 2 torrent, acid
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Post by glitchrr36 on Dec 28, 2015 8:40:39 GMT
Spore Mines S:1 T:1 W:1 I:1 LD:1 3 spore mines infantry 15 pts OPTIONS May take up to 3 more spore mines- 5 pts per model May purchase the acid special rule: 3 pts per model May purchase the shred and rend special rules- 5 pts per model RULES living bomb: spore mines do not count in any scoring purposes, including objectives, wounds for assault results, and vp upon death. Floating death: spore mines move 3 inches for all purposes. Spore mines do not attack in cc, instead, they explode in an S:4 AP:3 large blast with the ignores cover special rule. Every additional mine adds +1 strength up to S:10. After results, remove all mines in the cluster from play Loose cluster: spore mine clusters may join together in groups of up to six.
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Post by glitchrr36 on Dec 28, 2015 23:03:53 GMT
Carnifex WS:5 BS:4 S:9 T:7 W:4 I:4 A:4 LD:7 SV:3+ Monstrous creature 1 carnifex 90 pts Alpha WS:6 BS:4 S:10 T:7 I:5 A:5 LD:10 SV:2+ Monstrous crrature (character) OPTIONS May include up to three additional Carnifices - 90 pts per models Any model may replace any pair of scything talons with crushing claws May take items from the tail biomorphs, biomorphs, and monstrous biocannons may take any of the following: spine banks bio plasma armored carapace one model may upgrade to an alpha: 20 pts WARGEAR Two pairs of scything talons RULES All: Fearless IB:feed Living battering ram: deals d3 hammer if wrath attacks. Hammer of wrath attacks have +1 on penetration rolls. Alpha only: Alpha leader: all friendly tyranid models may use its leadership for any purpose. Berserk rampage: all attacks made by this model in close combat generate additional attacks FNP (3+)
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Post by blackrainbow on Dec 28, 2015 23:46:52 GMT
Pyrovore WS:4 BS:1 S:5 T:4 W:3 A:3 LD:6 SV:4+ infantry 1 pyrovore 30 pts OPTIONS: May take options from the biomorph list. May take up to two more pyrovores-30 pts WARGEAR: Flamespurt* Acid blood Acid maw RULES: IB:feed Very bulky Volatile: When the pyrovore dies, place an apocolyptic blast template over the model. All models under the blast suffer a set of hits with the following profile: S:8/6/4 AP:2/3/4 (using apocolyptic blast template rules) ADDENDA: flamespurt: S:6 AP:4 ignores cover template assault one torrent I can dig a Large Blast, but apoc? Seems a bit excessive.
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Post by glitchrr36 on Dec 29, 2015 2:22:10 GMT
Pyrovore WS:4 BS:1 S:5 T:4 W:3 A:3 LD:6 SV:4+ infantry 1 pyrovore 30 pts OPTIONS: May take options from the biomorph list. May take up to two more pyrovores-30 pts WARGEAR: Flamespurt* Acid blood Acid maw RULES: IB:feed Very bulky Volatile: When the pyrovore dies, place an apocolyptic blast template over the model. All models under the blast suffer a set of hits with the following profile: S:8/6/4 AP:2/3/4 (using apocolyptic blast template rules) ADDENDA: flamespurt: S:6 AP:4 ignores cover template assault one torrent I can dig a Large Blast, but apoc? Seems a bit excessive. Woof blast has the ring doodad, which I can't do with a large blast
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Post by glitchrr36 on Dec 29, 2015 3:08:15 GMT
Also, carnifex is heavy support, I forgot about telling that
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Post by masol on Dec 29, 2015 5:37:57 GMT
I'm struggling with most of the FanDexs since I feel they are all a little bit... broken. Even though I play against Eldar on a regular basis. I guess this happens when you start to improve the special rules that are bad. Than you start to improve the weapons. After that you improve the unit's. It all stacks up and gets quite overwhelming. That said I always enjoy a lot of the ideas I see.
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Post by glitchrr36 on Dec 29, 2015 7:24:58 GMT
I'm struggling with most of the FanDexs since I feel they are all a little bit... broken. Even though I play against Eldar on a regular basis. I guess this happens when you start to improve the special rules that are bad. Than you start to improve the weapons. After that you improve the unit's. It all stacks up and gets quite overwhelming. That said I always enjoy a lot of the ideas I see. thanks. If you have any specific changes you think would balance it I would love to hear ithem. I haven't tested these, and my current experience with actual 40k is all mathhammer, so I appreciate suggestions, and have incorporated some in the past. I'm also fairly self aware, so I've toned down many of the ideas, especially those that haven't come up yet (such as the try on that threatens the entire enemy back field on a 4'x4' with 42 inch movement once running and charging are incorporated)
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Post by masol on Dec 29, 2015 7:48:49 GMT
I'm struggling with most of the FanDexs since I feel they are all a little bit... broken. Even though I play against Eldar on a regular basis. I guess this happens when you start to improve the special rules that are bad. Than you start to improve the weapons. After that you improve the unit's. It all stacks up and gets quite overwhelming. That said I always enjoy a lot of the ideas I see. thanks. If you have any specific changes you think would balance it I would love to hear ithem. I haven't tested these, and my current experience with actual 40k is all mathhammer, so I appreciate suggestions, and have incorporated some in the past. I'm also fairly self aware, so I've toned down many of the ideas, especially those that haven't come up yet (such as the try on that threatens the entire enemy back field on a 4'x4' with 42 inch movement once running and charging are incorporated) Well to increase the internal balance in our codex you could also nerf some of the top choices aka Flyrants. For example increasing the cost of Brainleechworms would also make Venomcannon more attractive. Maybe also increase cost for wings a little bit but I'm not so sure about this since it would also have an effect on meelerant. Sure Venomcanon still needs a little buff but thats just because the weapon is absolute bull at the moment and BF on Tyrant is increased by one anyway. Just remember you don't have to improve everything if you play a Flyrant list you can still play competitive. What bugs me is that there are so many units in our codex I can't play. Not even against my fried who plays moderate Eldar lists. So if you raise the power level of our codex think about to maybe tune down our top choices at the moment.
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Post by masol on Dec 29, 2015 7:53:32 GMT
Also for Lictors I would love a special rule that allows you to allocate the wounds in meelerant instead of you opponent. That would give them a lot more assassin like use.
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Post by Hive Tyrant Qiln on Dec 29, 2015 17:22:16 GMT
I got another psychic table for you, unfortunately it's not finished. Just add another power. Blessing of the Hive Mind (Tyranids)
(1) Psionic Takeover (2 WC, 12 in.) - Psykers can harness the Hive Mind and push past the mental defenses of a creature. A Psyker rolls a D6 and consults the Mind Control Chart - 1 - Brain Damage WS and BS is reduced to 1 2-5 - Psychic Overload See Psychic Overload (Maleceptor) 6 - Mind Taken The unit is now under the control of the casting player, but must be kept within Synapse Range or otherwise roll on Instinctive Behavior (Hunt)
(2) Psycho Aegis (1 WC) - The Psykers physically manifest the power of the Hive Mind in the form of a shield. A Psyker has 3+ AS and a 4+ Invul save, and everything in Synapse Range has a 4+ AS and a 5+ Invul save. Other Synapse creatures in range can manifest this power on a successful Leadership roll.
(3) Synapse Boost (D3 WC) - The psyker channels all of its might into its fellow Synapse creatures Any Synapse creatures in range add 2D6'' to their synapse range.
(4) Telepathic Node (2 WC, 18 in.) - The psyker acts as a conduit for the senses of their fellow Tyranids. Any creatures in Synapse Range get Homing and +1 to their BS.
(5) Direct Control (3 WC, 24 in., N.) - The psyker acts as a beacon for the Hive Mind to reach down and take direct control of all Tyranid units. All Tyranid Creatures have their WS, BS, and Ld increased by 3. All Non-Tyranid Creatures must take a leadership test or have their WS, BS, and Ld decreased by D6. Does not affect units from Codex: Chaos Daemons. Instead, they take D3 wounds with no saves of any kind allowed.
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Post by glitchrr36 on Dec 29, 2015 18:30:02 GMT
I got another psychic table for you, unfortunately it's not finished. Just add another power. Blessing of the Hive Mind (Tyranids) (1) Psionic Takeover (2 WC, 12 in.) - Psykers can harness the Hive Mind and push past the mental defenses of a creature. A Psyker rolls a D6 and consults the Mind Control Chart - 1 - Brain Damage WS and BS is reduced to 1 2-5 - Psychic Overload See Psychic Overload (Maleceptor) 6 - Mind Taken The unit is now under the control of the casting player, but must be kept within Synapse Range or otherwise roll on Instinctive Behavior (Hunt) (2) Psycho Aegis (1 WC) - The Psykers physically manifest the power of the Hive Mind in the form of a shield. A Psyker has 3+ AS and a 4+ Invul save, and everything in Synapse Range has a 4+ AS and a 5+ Invul save. Other Synapse creatures in range can manifest this power on a successful Leadership roll. (3) Synapse Boost (D3 WC) - The psyker channels all of its might into its fellow Synapse creatures Any Synapse creatures in range add 2D6'' to their synapse range. (4) Telepathic Node (2 WC, 18 in.) - The psyker acts as a conduit for the senses of their fellow Tyranids. Any creatures in Synapse Range get Homing and +1 to their BS. (5) Direct Control (3 WC, 24 in., N.) - The psyker acts as a beacon for the Hive Mind to reach down and take direct control of all Tyranid units. All Tyranid Creatures have their WS, BS, and Ld increased by 3. All Non-Tyranid Creatures must take a leadership test or have their WS, BS, and Ld decreased by D6. Does not affect units from Codex: Chaos Daemons. Instead, they take D3 wounds with no saves of any kind allowed. I don't think I'll be using this unless I decide to change some powers, but thanks for the suggestions.
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Post by glitchrr36 on Dec 30, 2015 5:11:47 GMT
Biovores WS:2 BS:4 S:3 T:5 W:3 I:1 LD:6 SV:5+ 1 biovore infantry 35 pts OPTIONS May include two additional biovores- 35 pts per model May purchase the acid special rule for spore mine launcher-5 pts May purchase the shred and rend special rules for spore mine launcher- 10 pts RULES IB: hunt Very Bulky Anchoring Plates: if the biovore does not move, run or charge, it may reroll the d6 for scatter WARGEAR: Spore Mine Launcher ADDENDA: Spore Mine Launcher: S:6 AP:3 60" Assault 1, Barrage, Large Blast, Spore Burst
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