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Post by christars on Jun 17, 2007 12:24:54 GMT
Come on, people, admit that deep inside you you all want to make your own rules for new Tyranids, new vehicles, new pshychic powers, new characters and such. But of course, doing so is just childish and silly. And since I'm childish and silly, I'm hereby opening a thread where you all can put in all those experimental rules you wish! Please do so now, don't be ashamed. What monstrosities lurk inside your heads? What clanking metal behemots wait to be released? What dreadful powers and noble/evil heroes/villains just wait for a chance to see the light/darkness of the day/night? Come on, everyone, post them here!
This is how you do it:
Game system: Name of Game system Race/Faction : Name of Race/Faction Choice: Fast Attack, Lord, Battleship; the choice they take on a force organization chart or such. Type of model: Unit/Independent Character (or anything which goes alone but is not monstrous)/Monstrous Creature (or Gargantuan)/Vehicle (and type of vehicle)/Other (anything I might have forgot too) Name of Model: Name (and numeric limitations like 0-1) Statline: Pts M (in Fantasy) WS BS S T W I A Ld Sv (in 40K and for some Fantasy thingys)
(Note: If you post for BFG, Epic or something else, then the statline thingy needs to be revised for those. If possible, please post a link to the rules of the game system if it is not Fantasy/40K)
Size of Unit: Size of Unit Weapons: Any weapons the unit starts with Wargear: Any wargear the unit starts with Options: What upgrades the unit can take Special Rules: Any special rules affecting the unit Special Rule 1 Special Rule 2 And so on
That should be it, but I've probably forgot something. If I have, please add that yourselves. By the way, feel free to add a little fluff. Not necessary, but it might be fun.
And everyone. Please don't make War Machines which cost 1 point or something. You don't need to be 100% serious or exact about points cost (the rules are, after all, experimental), but be at least decent.
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Post by christars on Jun 17, 2007 12:38:19 GMT
Here's an example!
Game system: Warhammer 40K Race/Faction: Tyranids Choice: Fast Attack Type of model: Unit Name of Model: 0-1 Plasmaticon Brood Statline: Pts 40 WS 4 BS 2 S 4 T 4 W 2 I 5 A 2 Ld 10 Sv 5+
Brood: 3-5 Plasmaticons Weapon-symbiotes: Bio-plasma discharge Biomorphs: Bio-plasma Options: The whole brood may take biomorph enhancements from the list at the following price per model:
Extended Carapace . . . 4 pts Adrenal Glands (+1 I) . . . 1 pt Adrenal Glands (+1 WS) . . . 2 pts Flesh Hooks . . . 1 pt Scuttlers . . . 5 pts
Special Rules Bio-plasma Discharge: Plasmaticons attack by launching scalding bio-plasma at their opponents. This is conducted as a ranged attack with the following profile:
Bio-plasma Discharge Range Template S 5 AP 4 Type Assault 1
Fleet: Plasmaticons are fast and nimble, and can close the range to the enemy quickly. They are Fleet.
Fluff: Plasmaticons are lizardlike creatures seen in the most recent iterations of Hive Fleet Hydra. They are often used as vanguard troops in a battle, and will overrun enemy positions, spitting scalding bio-plasma at weapon posts and HQ-units to ensure that the rest of the Hive Fleet comes safely to the enemy. They are still very rare, and Hive Fleet Hydra seems to use them only occasionally.
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Post by koran on Jun 19, 2007 13:31:08 GMT
OK heres something I dreamed up the other day and in a game seemed pretty fair/interesting.
Bascailly its identical to a necron monolith (this is for necrons incase you didnt guess), same points, armour, stats.... EXCEPT that it doesnt have a portal. Instead once a turn, instead of firing the uber blast gun of death it can power up a necron squad within 12". For that turn any wound rolls from that squad that get a 6 to WOUND (not hit) count as Ap1.
It made for a really interesting game and I recon would cause some tough choices between a normal monolith and this one. I mean whats better, some warriors getting back up more often or the ones that stay alive having more powerfull weaponry?
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Post by Sanguine on Jun 20, 2007 10:28:20 GMT
Game System: Warhammer 40K Faction: Tyranids Choice: Elites Type of Model: Unit (0-1) Name of Model: Whicker-Wraith WS: 6 BS: 3 S: 6 T: 4 W: 1 I: 8 A: 5 Ld: 10 Sv: 3+ Pts: 85
Brood size: Each army can contain one brood with 3 Whicker-Wraiths
Weapons: Each Wraith must choose between Mind-Flensers(+5 pts), Thought-Claws(+10 pts) or Fear-Hooks(+ 15 pts).
Special Rules: Immaterial Wraiths are not of this plane, but are rather psychic abominations summoned up by the Hive Mind. Thus Wraiths can only be hit on a 4+ or worse. FleetWraiths flicker across the field of battle faster than a mortal eye can see. They adhere to Fleet rules. Mind-Flensers If armed with Mind Flensers all enemies within 6" of the Whicker-Wraith suffer a -1 to Ld. Thought-Claws This ferocious selection or psychic blades flash faster than thought, and any Whicker-Wraith equipped with Thought-Claws gets +1 A Fear-Hooks Hooking into an enemies mind and leeching of their direst fear, Fear-Hooks make the Whciker-Wriath resemble whatever the enemy fears most. For this reason all Fearless units in close combat with a Wraith are no longer fearless and take morale checks as normal.
Fluff: Its was a dark night of Jormangus VI. The occasional crack of gunfire burst out and the burning city glowed dimly in the distance. Marshal Sesmic and his troop has bunkered down in a cellar and were awaiting further commands from mission control. Loketh glanced around nervously. Lying on a bench was the Commisar, grunting in pain as the Medic attempted to extract a broken claw from his chest. Bruthelis was nursing an injured leg and Marcus was slowly walking around and checking the condition of everyone's weapon. All of a sudden there was a horrific scream from outside, and a head- no half a head bounced down the stairs. There was a hushed silence as the guardsmen pointed their weapons at the stairs. Even the Commisar fell silent. There was a horrific ripping sound and the rest of the body clattered to the ground, that of the guard on duty. Everyone backed into a corner. There was a shriek-this time from behind the men, and they turned to see Marcus locked against the wall, blood spurting out of his ears. There was a dim glow, and something[/] floated out of the wall, lifting Marcus clear off the ground. The men screamed and shot laser after laser at the abomination, but all their shots were for nought. The thing tossed Marcus aside and turned on Loketh, and all of a sudden it became solid, and changed from a spectral monster to an Inquisitor, slowly advancing on him. There was a crack, and Loketh lay dead. The thing turned on the Commisar, changing to a spectral, shrouded figure. The Commisar went a shade of white and hauled himself off the table, away from his fear-and onto the claws of another wraith. There was a scream, and then the lightbuld exploded, and there was darkness.
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Post by The Custodian on Jun 22, 2007 4:34:37 GMT
Game System - Warhammer 40k Faction - Tyranids Choice - Heavy support Typer of model - w/e carnifex is Name of model - Babyphant or Hierofex Weapons - 2 sets twin linked ranged weapons, ( Venom Cannon + 50, Devourer +30, or biocannon +60 <--- in this case its only 1 twin linked.) Always has 2 sets of scything talons Possible point cost ~450~ + weapon choice WS-3 BS- 3 S-10 T- 6 W- 5 I-6 A- 2+2 Ld 10 and a 2+ save
As for rules
Montrous creature
Fearless
and maybe slight synapses?
Suggestions for point cost and if this is imba
O and i dont think wraiths would be a feasible idea, as all nids are organic, if they were organic creatures capable of phasing through different planes it would make sense...
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Post by minmax on Jun 22, 2007 5:14:22 GMT
I think the wraith idea is pretty sweet. They aren't actual sentient or living organisms, merely projections of the Hive Mind's malevolence and hunger towards every other organism. Sweet. Or if that isn't what you thought them up as being, LotSV, I think they'd be pretty cool that way...
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Post by christars on Jun 22, 2007 11:21:28 GMT
I like those wraiths. After all, they are perfect for Tyranids; they are excellent at harvesting bio-mass (at least they are perfect for killing the biomass, making it easy to harvest), and if they die, no biomass is wasted. A sound idea for the Hive Mind!
I like that Monolith-thingy too (please come up with a catchy name for it!). My brother plays Necrons when he's in a 40K-mood, and he thought he might even consider trying it out.
That babyphant/hierophex-thingy seems a little unfinished. Bioweapons? Since it has 2+3 attacks, it would seem that it has 3 sets of scything talons. Where are its legs (remember that all Tyranids only have three sets of limbs)?
But I'm happy that you've posted! Don't be shy, everyone, if you read this thread and think "I've got an idea, but it isn't good", post anyway!
And since I want to post too, here's the Plasmaticons' big cousin!
Game system: Warhammer 40K Race/Faction: Tyranids Choice: Heavy Support Type of model: Monstrous Creature Name of Model: 0-1 Megaplasmaticon Statline: Pts 200 WS 4 BS 2 S 6 T 5 W 4 I 5 A 3 Ld 10 Sv 4+
Size of Unit: 1 Megaplasmaticon Bioweapons: Bio-plasma Torrent Biomorphs: Bio-plasma Options: Extended Carapace . . . 10 points Adrenal Glands (+1 I) . . . 3 pths Adrenal Glands (+1 WS) . . . 8 points Flesh Hooks . . . 1 point Thornback . . . 15 points
Special Rules:
Bio-plasma Torrent: Like the Plasmaticons, the Megaplasmaticons spit bio-plasma at their foes; however, their attack is much more potent. It is conducted as a ranged attack with the following profile:
Bio-plasma Torrent Range Template S7 AP 3 Type: Assault 1, Uses two templates (long sides must be touching, both tips must touch the Megaplasmaticon's base and each other). Fleet: Just like its smaller cousins, the Megaplasmaticon is designed as a shock troop. It is Fleet. Monstrous Creature: The Megaplasmaticon is big, bad and ugly. It is a Monstrous Creature. Fearless: Anything as big as a megaplasmaticon knows that there's nothing to fear (except lascannons, volcano cannons, battlecannons, particle whips, massed lasgun fire and so on)! Plasmaticons: In order to take a Megaplasmaticon, your army must include one brood of plasmaticons. They must be deployed no more than 6" from each other, but are later free to move separately.
Fluff: Sergeant Rond breathed heavily in pain and exhaustion. Defending the heavy bolter emplacement had not been easy, and it had cost the lives of most of his squad. He winced as he felt the bio-plasma keep searing into his left side. He had been lucky to survive; the bio-plasma was already cooling down, and would probably just cause some blisters and burns. Most of the others hadn't been that lucky. But the emplacement still stood, and the only lizard-things he could see were dead. A shout. "Incoming... oh, by the Emperor." Sergeant Rond had just time to turn around to see a massive, lizardlike thing throw itself at them from seemingly nowhere before his skin was burned off his bones by searing bio-plasma.
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Post by The Custodian on Jun 22, 2007 14:01:49 GMT
woops yeah forgot biomorphs updated
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Post by christars on Jun 22, 2007 18:35:28 GMT
Two sets twin-linked... like two twin-linked biocannons? But even two twin-linked venom cannons would be quite devastating, and if it's got 4 attacks... it is cerainly powerful, but it looks like a fun experiment. Just make sure that your opponent agrees, and have a decent point cost (probably around 500 points, and no, I'm serious).
An idea would be to give it a twin-linked set of mini-biocannons instead of the two twin-linked. If it is a babyphant, then it should be like a Hierophant in mini, in my opinion. And thus it would have BS3, not 4.
But I'm sounding extremely critical here, which is NOT my intent. Take all someone says about your experimental rules as ideas, not as critic! And remember: Experimental rules are just that, experimental, and to make a version 2 is always allowed!
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Post by The Custodian on Jun 23, 2007 5:55:46 GMT
Ill probably magnetize it for both twin linked venoms and devs... If i could figure out how to make good looking biocannons ill create them as well... My idea is maybe some "heavily" modified dreadnaught las cannons o yeah it would only have 2 attacks with the ranged weapon...
updated it with suggestions
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Post by christars on Jun 23, 2007 17:50:36 GMT
I likes it.
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Post by J.Dogg on Jun 25, 2007 16:39:16 GMT
This is a perfect place to post people you like the idea of, or guys u' wanna use. Good idea bro!
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Post by Koyori on Jun 26, 2007 9:07:55 GMT
Yggdrasil Tyrant
WS 6 BS 4 S 7 T 7 W 5 I 6 A 3 Ld 10 Sv 2+/5+
Lash whip & Bonesword Venom Cannon
Movement: Slow and Purposeful (roll 3d6 pick highest) Masspoints: 1 Spore Cloud Increased Synapse Focused Warp Field Warp Blast The Horror
Cost:330
Notes Spore Cloud: any model within 6" of the Tyrant takes a automatic wound on a 4+ (saves allowed), open toped things take a automatic glancing hit.
Increased Synapse: has a 18" synapse range other wise the same as normal synapse.
Focused Warp Field: the focused warp field adds a 2+/5+ save (included in profile).
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Post by Koyori on Jun 26, 2007 9:39:43 GMT
Yggdrasil Tyrant Guard
WS 4 BS 2 S 9 T 7 W 5 I 3 A 2+1 Ld 10 Sv 3+
Scything Talons (attacks included in profile) Lash whips
Regenerate Shield Wall Monstrous Creature
Cost:150
Notes 1-3 Yggdrasil Tyrant Guards may be chosen as a retinue for the Yggdrasil Tyrant, these Guards aren't affected by the tyrants Spore Clouds.
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Post by Koyori on Jun 30, 2007 17:32:37 GMT
Puffer and Plated Puffer
WS - BS - S - T 2, 8 W 1 I - A - Ld 10 Sv - (second stat number is for the plated one)
Toxic Cloud: dmg any unit within 6" from the puffers on a roll of 4+ (saves allowed), open-toped vehicles takes a automatic glancing hit.
Volatile Body: if damaged the volatile gasses inside of the puffer will make it explode (place a large blast template over the place the puffer was and remove the puffer), any model under the template will take suffer a wound on a 4+ (save as normal).
Armor Shrapnel: When the plated puffer explodes it will also send razor sharp fragments of its plating flying, adding a AP value of 1d6 to the explosion.
Type: native wildlife Cost: - Brood Size: 3-5 puffers or 1-3 plated ones Movement: scatters 2d6, on a hit re-roll (may never move outside the board, but stays on the edge). Does not have to keep unit coherency and all puffers may move indipendently
Notes: none of the puffers have any attacks other then their toxic cloud and units in base to base with one will not count as if they where in CC with it.
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