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Post by glitchrr36 on Jan 10, 2016 20:43:23 GMT
Wait let me get this right. You buff him with a mind control attack and yet you make him cheaper? It isn't exactly mindx control, it can take out some models for a turn amd deal some damage. But he was significantly over costed for what he did, so I made him better. the point values are the stuff I'm not happy about most, so if anyone suggests how to best do them I'm game.
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Post by glitchrr36 on Jan 14, 2016 23:15:11 GMT
Incendus Spore: Troops (40mm base) WS:2 BS:2 T:5 S:3 W:2 I:2 A:1 LD:8 SV:4+ infantry 1 incendus spores 10 pts OPTIONs may take up to two more Incendus Spores-10 pts each WARGEAR Flamespurt Bioilluminescent organs: All enemy cover saves within 6" of this model count as being one worse than they otherwise would be. Counts as a searchlight for all other purposes Lashwhips (count as one pair) RULES: IB: hunt Move through cover Scout Shrouded
So this was a neat little doodad I found in the zone mortalis rule set included in the anaphelion project. I think to represent it A mucolid with a spare carnifex stranglethorn sticking out of it, and maybe some spare toxin sacs for the light organs.
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Post by glitchrr36 on Jan 14, 2016 23:56:24 GMT
Dimachaeron: Fast attack WS:8 BS:3 S:7 T:7 W:6 I:7 A:6 LD:10 SV:3+ 1 Dimachaeron Monstrous creature (leaper)* 150 pts OPTIONS May take spine banks May take items from the thorax biomorphs, and biomorphs lists. WARGEAR Adrenal glands Sickle Claws Thorax Spine-Maw Grasping Talons RULES IB: feed rampage fearless Enraged clawing: in melee, a dimachaeron makes half of its attacks with each melee weapons, not counting spine maw attacks Rapacious hunger: see haruspex ADDENDA Leaping subtype: the model may add 3" to any movement, running, or charge distances. In addition, once per turn, it may make a single leaping move, which is a 6" move that ignores all terrain and enemy models, but must be outside of impassible terrain and at least 1" from enemy models. If used in the assault phase, it gains d3 extra hammer of wrath attacks, all hammer of wrath attacks are resolved at AP:2, with +1 strength, and have the strike down and concussive USRs.
Sickle claws: S:U AP:2 melee, scything blades (counts as two pairs), sickle strike: on a to wound roll of 4+, this weapon has the instant death special rule.
Grasping talons: S:+1 AP:2 Melee, Spine-maw strike: Any model that is wounded by this model is not removed as a casualty, it is marked and does not count for any other attacks, and may not make attacks. At the I1 step, this model takes one hit with the following profile:
Spine Maw: S:10, AP:1 Melee, instant death, shred, Digestion Spine: When this attack removes a model as a casualty, the dimachaeron gains a number of plasm tokens equal to the model's starting wounds +1. Each token may be expended per turn, giving the model 4+ FNP. Should the model be removed by either instant death or D weaponry, if it has more than 2 tokens left, it may exchange them all and be brought to 1 wound.
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Post by glitchrr36 on Jan 15, 2016 0:13:34 GMT
Meiotic Spore: Fast Attack S:1 T:4 W:2 I:10 A:1 LD:1 15 pts 1 meiotic spore infantry 15 pts each OPTIONS may take eight additional meiotic spores- 15 pts each May purchase the acid special rule: 3 pts per model May purchase the shred and rend special rules- 5 pts per model SPECIAL RULES fearless shrouded living bomb Outrides of the swam: This model must be deployed before the first turn after deployment, with the deep strike special rule. Floating bomb broods: Moves 3+d6 in the movement phase. Ignores difficult terrain, must take dangerous terrain tests. May not charge, but if charged or destroyed by a shooting/psychic attack, it detonates before anything happens. The detonation has the following profile: S:5 AP:3 Assault 1 large blast strike down ignores cover, brood bombs: scatters d6. Should the blast marker not hit any enemy models, place d3+1 spore mines at least 1" away from other models/terrain Gas vent: may attack flying models. Should any enemy models get within 6," the mines may place a blast marker 1" from the model and follow all previously outlined rules.
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Post by glitchrr36 on Jan 15, 2016 0:34:10 GMT
Stone crusher upgrades: Carnifex, hive tyrant (must be walking). The previous units may take any of the models and rules from this list. Weaponry
10 pts: Chitin Rams: all hammer of wrath attacks have AP:2. In addition, against any non flying vehichle or fortification they gain the armourbane rule, and against monstrous and gargantuan they gain the monster hunter rule.
5 pts: Reinforced Carapace: counts toughness as +1, and all weapons as having -1 strength: count D weapons as S:10, and grav weapons must roll 1 higher than normal (for example, a 3+ must have a 4+ rolled against it). Count strength as 10
20 pts: Wrecker Claws: S:U AP:1 Melee, Armourbane, Wrecker: adds +1 to any penetration rolls made against immobile units, structures, and all fortifications. If it destroys a wall segment, bulkhead, or piece of debris (count as T:3, and special fortifications classified as debris as T:6). Sunder: may reroll all failed armour penetration rolls.
30 pts: Wrecker Claw with bio-flail: S:U AP:1 Melee, StrikedownInstant death, sunder, sweep attack: MAy hit every model in base contact if desired.
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Post by glitchrr36 on Jan 15, 2016 0:35:05 GMT
And Next: the fun stuff. I will have customizable hierodules.
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Post by glitchrr36 on Jan 15, 2016 3:41:42 GMT
Hierodule: Lord of War WS:7 BS:4 S:9 T:9 W:7 I:5 LD:10 SV:3+ gargantuan creature 1 hierodule 230 pts OPTIONS May take items from the biomorphs, Thorax biomorphs, and carapace weapons lists May take up to two sets of Super-Heavy Biocannons*-20 pts each May take one of the following: -Bio acid Spray* -15 pts -Ablative Chitin* -20 pts -spine cloud spray* -15 pts May take synaptic node: grants synapse (8") and a 6+ invulnerable save -25 pts May take tentaclids (twelve) May take Toxic vents: grants spore cloud and toxic miasma -20 pts May take incendiary ichor -15 pts May take armored carapace -10 pts may take bio plasma WARGEAR two sets of scything talons RULES Agile: In the shooting phase this model may choose to either: fire a single weapon and run/fire all weapons and remain still/run twice Multiple symbionts: The model has It will not die and +1 to all FNP rolls Titanic charge: deals d6 hammer of wrath attacks Monster hunter Tank hunter Charge through cover
ADDENDA May not use tyrannocyte
Ablative Chitin: the model gains four hull points. These are allocated first, and the heirodule is counted as having AV: 13/12/11 which will decrease by one on that facing for each allocated from that facing.
Bio acid spray: S:6 AP:2 hellstorm assault 1 Acid, torrent (12"), poison (3+)
Spine Cloud Spray: S:7 AP:3 72" Assault 8, Sky fire, Twin linked
Super-Heavy Biocannons: S:10 AP:2 54" (Assault 6+twinlinked/Assault 12/Assault 3+large blast), Pyroacid, aromourbane, Targeting symbionts: May divide fire between up to two different units
Incendiary Ichor: If this model takes a hit in Close Combat, place a blast template. Every enemy model under this template takes a S:5 AP:3 Hit with the blind and acid special rules
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Post by glitchrr36 on Jan 17, 2016 22:10:00 GMT
Harridan: Lord of War WS:6 BS:4 S:10 T:9 W:8 I:4 LD:10 SV:3+ 1 harridan flying gargantuan creature 420 pts OPTTIONS May take items from the biomorphs, and thorax biomorphs lists May take one of the following: -ablative chitin -Spinecloud spray -Bio acid spray May take incendiary ichor May take synapse node May take tentaclids(16) May take gargoyle hooks: Causes model to count as an open topped transport and assault carrier for up to 30 gargoyles. Should the Harridan die while transporting Gargoyles, each must take an initiative test. All that are failed are removed from play. Once finished, remove the Harridan, and place the gargoyles where it was and more than 1" from enemy models. Swooping assault RULES Soaring giant: immune to grounding tests Titanic Swoop: deals d6+3 vector strikes with AP:2, but may not assault when it does so. Air crash: When the model is slain, roll 3d6. measure out the result, and all models without the flyer, flying monstrous creature, flying gargantuan creature, and jump infantry in a 4" by the 3d6 result space starting 6" from the harridan's base take a S:10 AP:3 hit. WARGEAR 1 set of scything talons Super heavy biocannons
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Post by glitchrr36 on Jan 17, 2016 23:19:23 GMT
Hierophant: Lord of War WS:8 BS:4 S:10 T:10 W:12 I:5 A:10 SV:2+ 1 Hierophant gargantuan creature 750 pts OPTIONS May take any of the following: -Incendiary Ichor -Swarm Incubation Chamber* -40 pts -Bio-plasma torrent* -20 pts -Synapse Node (count as +1 to save) 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, and thorax biomorphs lists RULES Agile Warp field: has a 5+ invulnerable save Multiple symbionts Titanic charge: deals d6 hammer of wrath attacks, HoW attacks are AP:2 Monster hunter Tank hunter Charge through cover Warp distortion field: Every to hit roll of 6 in closs combat is treated as S:D Flailing Tentacles: Lash-Whips have an additional d3 attacks, and attack separately from the other attacks at the I:8 stage, using the model's WS Spore cloud WARGEAR Superheavy biocannons Lash-whips Scything Talons Regeneration Toxic Miasma ADDENDA Swarm Incubation Chamber: one unit with up to twenty models may use this hierophant as a dedicated transport, and treat it as a vehicle with the transport type with the assault vehicle special rule Bio-plasma torrent: S:7 AP:2 hellstorm assault 1, blind, soul blaze, torrent Spore mine Spitter: S:4 AP:3 120" Apocalyptic Barrage (8), Spore burst, Must remain stationary to fire.
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Post by glitchrr36 on Jan 17, 2016 23:33:43 GMT
And, unless I get formation stuff, or someone wants rules for dominatricies or any of the various unit ideas I have, the last thing
I probably will edit in new stuff later, in the weapons and biomorphs stuff
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Post by glitchrr36 on Jan 21, 2016 3:45:31 GMT
Now some just for funzies stuff.
Dactylis: Heavy Support WS:3 BS:5 S:4 T:7 W:4 I:3 A:2 LD:7 SV:4+ monstrous creature 1 dactylis 120 pts OPTIONS May take up to two more dactyli- 120 pts each May take from the biomorphs, thorax biomorphs, tail biomorphs, and carapace biomorphs WARGEAR Bioplasmic bombardment cannon* Heavy Spinefists Crushing Claws Forward Chitin* Anchoring Plates RULES IB: lurk fearless FnP: 5+ Slow and Purposeful ADDENDA Forward Chitin: This model counts as an AV:14 vehichle from any attacks coming from its front arc. Bioplasmic Bombardment Cannon: S:8 AP:1 12"-120" Ordinance 1 barrage, massive blast, melta
It has lurk because it is a big slow artillery monster, and if it looses synapse it wants to go hide so it doesn't get killed quite easily
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Post by Hive Tyrant Qiln on Jan 21, 2016 3:55:32 GMT
If we're bring back old creatures, can we get the Cerebore? I love the idea of a super armored snail that can sh!t out tyranids. Yes plz. wh40k.lexicanum.com/wiki/Cerebore
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Post by glitchrr36 on Jan 21, 2016 4:06:17 GMT
It's on the list. I'm going to do a bunch of weird old fluff creatures, and potentially some non bid stuff (I have an idea for a Titan sized tank which I want to right up.)
Cerebore will be after dominatrix since you requested.
Oh! I'll also be writing up hive fleet special rules, so if you have some fluff distinctive strategy, suggest it.
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Post by Hive Tyrant Qiln on Jan 22, 2016 2:11:02 GMT
It's on the list. I'm going to do a bunch of weird old fluff creatures, and potentially some non bid stuff (I have an idea for a Titan sized tank which I want to right up.) Cerebore will be after dominatrix since you requested. Oh! I'll also be writing up hive fleet special rules, so if you have some fluff distinctive strategy, suggest it. 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.
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Post by glitchrr36 on Jan 22, 2016 3:36:02 GMT
It's on the list. I'm going to do a bunch of weird old fluff creatures, and potentially some non bid stuff (I have an idea for a Titan sized tank which I want to right up.) Cerebore will be after dominatrix since you requested. Oh! I'll also be writing up hive fleet special rules, so if you have some fluff distinctive strategy, suggest it. 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?
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