|
Post by Ordo Ouroboros on Dec 8, 2007 23:31:48 GMT
Yep workign on new pictures, eed batteries for the camera and permission from the missus Oh and we have already used th consumer a few times. To all intents a fun model, upgraded to two structure points
|
|
|
Post by Titan Zero on Dec 9, 2007 3:49:23 GMT
this is waht i got
Game system: 40k Race/Faction : Tyranid Choice: elite Type of model: Vehicle Name of Model: Control spoke The Control Spore is a tyranid adaptation onto vehicle or machinery. Often found in open toped Vehicle or open-air ventilated vehicle it is believed that the control Spore grows from a Spore that only reacts when in contact with heat or electricity. Cases of human infestation are rare but not unknown. Infection of human or other humanoids with a similar breathing functions often exhibit symptoms of extreme fits of coughing after the 2ndday of infestation. Between the 6th and the 13th day the host often coughs up slow-squirming titanic tissue along with shredded parts of their own lungs. Meanwhile as the Spore grows it tries to latch on to what it thinks are the inter parts of the vehicle however are the torso bones , slowly growing outwards to the limbs constricting what ever limited movement the host had left.. Beyond this point the host is usually dead due to suffocation, heart malfunction or torso collapse. Survival percent is 1% -100/ Pts Vehicle or Turret points +50% WS BS** S* T* W* I* A* Ld6 Sv 6+(does not get save normally)
Size of Unit: 1-2(or less depending on the vehicle) Weapons:*
Options: Enhanced senses
Flammable tissue-having no carapace shell the Control Spore is venerable to flame weapons. On a roll of a 6 when attacked by a flame template weapon or meta weapon the Control Spore is presumed to have caught fire and must take a saving roll. On an open toped viecal the Control Spore is assumed to be burned automatically. **Near Blind having nearly no sight with eyes often misplaced along the walls of the vehicle instead of open hatches the control spore relies nearly completely on the synapse creatures site. When attacking a opponent that is in a synapse creates line of site use the synapse creatures ballistics skill -1 per 8” to a minimum of 2
all stats with a * use the ones of the vehicle.
|
|
|
Post by tail3736 on Dec 9, 2007 15:19:46 GMT
A new place near me opened up last year, and with opponents permission, experimental rules are allowed! W00T!
Doom Distraction 50 points WS-2 BS-0 S-1 T-10 W-1 Sv- 3 I- 2 A- 0 Here's the juicy part Mv- 36 Abilities- Chaos Blessing- When this unit is near a squad, it can enter and 'shove' the other units aside.
Explosion- Can explode with a large blast template when it dies or at will.
Project Y When the Eldar tried to enter the hive mind, they atempted to put a creature that was under synapse in a body that took a soul from the infinity circuit. The project failed, and the gaunt soon Could enter the Infinity circuit, the Hive mind, and the warp for power. the creature called upon its power, and Wiped out the craftworld. To this day, the creature is destroying planets and star systems with the full brunt of the wrath of all tyranids that ever at one point came into existance. It only exerts full wrath situations when it's life is threatened. Status: Weaker 200 points WS- 5 S- 8 T- 8 Sv- 3+ I- 10 BS- 0 A- 6
Special abilities: Synapse abilities all Warp abilities 2 Mortal weapons: If Project Y kills any Eldar, Dark Eldar or Chaos, It can take abilities and weapons from that creature. Army must be 2000 points or more to sustain this creature
Greater Project Y 700 points WS- 7 BS- 6 S- 15 T- 15 I- 10 A- 10 Mv- 6, roll to add extra Sv- 2+ Ld- 15 W- 7
Abilities: -Army must be 3000 points or more to sustain this creature. -All Synapse Abilities -All warp abilities Mortal world- Can use all psychic abilities of the opponent Can use all upgrades exept for deep strike Infinity drain- Can deliver instantkill to any troops squad instead of using any attacks that turn. Godliness- If this creature Dies, then you lose the game
|
|
|
Post by Ordo Ouroboros on Dec 9, 2007 16:28:12 GMT
Cortex Leech Class: Tyranid Cost: Eqauals models used +5 points
The Cortex Leech is out of the ordinary for the Tyranid species, a it is far from an agressive creature. Instead it is a small slug like creature that stays hidden deep in the ground or any cracks in a rocky enviormoment or city wall in wait for it's pray. It is normally in a tance like state until the unsuspecting victim arrives, then it pounces. Now one might not take much heed to a creature just 3 inches long, but when a swarm of them fights and crawls it's way to your ear, the full reality of the leech comes into play. When one finally reaches the ear the other leeches either move on to the next victim or simply die (it is assumed that the survival rate of an unsuccesful Leech out of trance is cut considerably short). The Leech then excreets growth hormones that allows the creature to grow at an extensive rate, it's tendrils drilling into the victims brains, replacing the vital nerves that allow for complete control of the body. The result is a zombie like state under complete control of the surprisingly intelligent leech. The Leech takes on the all the phyical aspects of the victim, but none of it' other attributes, such as true faith, etc. If the victim is a psycher, then there is a chance it may attain some pshychic powers.
Special rules:
Trance State: All Cortex victims are kept in reserve and can only enter battle through deep strike. However the number of dice equal to the number of the force enterign play must be rolled, for every role on a 4+ a piece can be placed on the table, the rest are considered lucky enough to have escaped the possesion.
Pysker?: A role of one dice must be made, at a 6+ difficulty. Only a succesful role will determine if the victim retains psyker abilties. Then role for the Psyker's power from the Tyranid list.
|
|
|
Post by commandervolfost on Dec 9, 2007 17:09:53 GMT
Destructible scenery: Essentially, any precarious terrain pieces can be targeted and destroyed in the hope they will topple onto any unlucky units below. Ideally you should agree with your opponent what terrain pieces are destructible, by what weapons and the necessary to hit roll i.e trees, fragile buildings, greater than Str 6 with 4+, Towers and less decrepit buildings ordnance/blast with 3+. If the building is struck, roll a scatter dice and measure out the appropriate distance (the length/height of the object) and roll armour saves for the troops underneath and vehicles should be treated as stunned for intents of the next turn. Creaking and general Eeeeeeeerrrrccccrrrrcrunch noises welcome.
|
|
|
Post by Titan Zero on Dec 9, 2007 17:16:51 GMT
Fudge Game system: 40k Race/Faction : Chaos Choice: Fast Attack Type of model: fudge-like Name of Model- Fudge Fudge is delicious. None dislikes Fudge. Statline: Pts5 WS2 BS0 S3 T1 W1 I 12 A 1 Ld10 Sv 6+
Size of Unit: 1-10 Weapons: Any weapons the unit starts with Wargear: Nuts (1), Marshmallows (3) Artificial Flavoring(10) Delicious Fudge- any model within 10” must move towards Fudge and charge whenever possible. Automatically entering CC Fudge rule 2-any model having destroyed fudge in CC is assumed to have eaten Fudge and suffers a -1” penalty on its next movement phase. OMG FUDGE! In the event a vehicle gets into CC with Fudge the vehicle may not move next turn as the driver and/or crew gets out of the vehicle to eat Fudge.
|
|
|
Post by Ordo Ouroboros on Dec 10, 2007 12:35:56 GMT
Perfect
|
|
|
Post by J.Dogg on Dec 11, 2007 14:33:24 GMT
Imperial Guard Warsuit: Squad size: 3-5 Points: 150 Ws:4 Bs:3 S:10 T:5 W:3 I:4 A:3 LD:10 SV:2+ Weapons: Power blades, twin- linked storm bolter Equipment: Warsuit. Power blades: "normal power weapons" Warsuit: Gives the owner the ability to deepstrike, a strength of 10, and the ability to negate night- fighting rules for it's own sight only.
Imperial guard assault battlesuit: points: 150 stats: WS3 BS4 S5 T5 W3 I3 A2 LD10 SV2+ Weapons: 2 assault cannons. Wargear: Imperial Guard Battlesuit. Options: change both assault cannons for two autocannons for + 10 points, each model must change weapons, if you choose this option. Buy up to 2 hunter- killer missile pods for + 50 points each Battlesuit: Move and fire heavy weapons, can fire both weapons and move. You can fire the hunter- killer missile pods while walking and using the two other weapons, since they are automatic, and fire separately, negate the night- fighting rules for your own sight purposes only, and deepstrike. Hunter- killer missile pods: pods on the suits shoulders containing three hunter- killer missiles each, can only fire one missile from each each turn.
Now that I'm done, I just wanna say that these models is for my upcoming IG army, Conas' Republicans. They're madeonly on the Parhania forgeworld and the Imperium don't know about this experiment. Thanks.
Chapter approved.
|
|
|
Post by Hyper Kinetic on Dec 13, 2007 6:28:19 GMT
Hmm... How about an Option or three (as chosen each turn) for Winged Tyranids?
In each Turn You get to chose the following: - Act as Jump Infantry (and move 12 inch in the movement phase, be able to shoot but take Dangerous Terrain tests when entering or moving through Dangerous Terrain) as they currently are now. - Act as regular infantry in the movement phase (ie move 6 inches and move through terrain without needing Dangerous Terrain tests but requiring the tests for movement through difficult terrain) and Fleet in the Shooting phase (thus allowing you to ignore difficult terrain for movement purposes, so avoiding Dangerous Terrain tests, but disallowing the option to shoot) - Act as Regular Infantry in the movement phase but act as Leaping Tyranids in the Assault Phase (ie you get a 12 inch assault and allow yourself 3 inches of attack space in CC) whilst still taking the Difficult/Dangerous terrain tests in the Charging phase.
Personally, i'd like to see the Fleet option (the last option was just a bit of fun and probably takes over Leaping too much) because i generally don't see the sense in things that were evolved to fly knocking themselves out on trees all that often...
Certainly extends winged Tyranid possibilities... probably would have to increase cost a little more though (CC Winged Warriors and Tyrants probably would get a real kick out of having a Fleet option...)
|
|
|
Post by Master Blaster on Dec 17, 2007 7:24:20 GMT
Well... I did have an idea....
Game System: WH40k Race/Faction: Tyranid (of course) Choice: Elite Type of Model: Biggish? Name of Model: Terracreeper WS - 6 BS - 0 S - 8 T - 5 I - 6 A - 1 Ld - 10 Sv - 4+
t3h fluff0rz: He just wished for normality, for everything to be normal. Too bad that nothing is normal during a Tyranid invasion... Argus is a Imperial Guard Scout who has seen just too many weird things for anything to be normal. He has seen countless men be devoured in the maws of creatures too horrible to describe... But today is different... The Tyranids have not been seen all day and Argus has been sent on a recon mission to find out where they all went. The earth around him is scored with mounds of dirt resembling those made by the ground-moles of Terra, only on a much larger scale. The wind is stiff, unmoving. For a moment, Argus feels a sense of being watched, but blows it off, he knows nothing is there. Suddenly, the ground beneath him shudders and erupts in a cloud of dust, revealing the gaping maw of some unknown creature. Argus can only watch as his legs are slowly devoured by the monster, and he screams out in agony. Argus is gone now, and still, nothing is normal.
|
|
|
Post by Psychichobo on Dec 18, 2007 0:28:09 GMT
That was quite some entertaining fluff there - you should write a full story sometime, you're good!
|
|
|
Post by zzapper on Dec 18, 2007 0:33:45 GMT
|
|
|
Post by Master Blaster on Dec 18, 2007 0:54:42 GMT
That was quite some entertaining fluff there - you should write a full story sometime, you're good! Who me?
|
|
|
Post by Psychichobo on Dec 18, 2007 1:05:04 GMT
@catachan Devil: Yep, you - sorry, should've specificied who I was talking to. My bad.
|
|
|
Post by Master Blaster on Dec 18, 2007 3:26:49 GMT
You know how, as Tyranids, we have no current use for the flame template? Not anymore! Game System: WH40k Race/Faction: Tyranid (of course) Choice: Elite Type of Model: Ranged Name of Model: Pyralen Worth: 20 pts WS - 5 BS - 3 S - 4 T - 4 I - 4 A - 1 Ld - 5 Sv - 5+ Biomorphs: Extended Carapace, Bio-Plasma, Enhanced Senses, Flesh Hooks, Adrenal Glands. Special Rules: New Strain:Because it is a new addition to the Tyranid swarm, there are very few of this kind of beast, and only 3 can be used in any army. Loner:This creature is in a brood all its own and does not form a brood with any other units, even other Pyralens. The (apparently well written) Fluff: The fight had been going on for weeks, and waves of Tyranid beasts flung themselves at the last remaining Imperial Outpost on Tenra Prime. The monsters were annihilated time after time, but ammo was running low and a few of the men were talking of desertion. The best weapons the Imperium had to offer had been used in this battle, and amazingly, they had managed to keep the bugs at bay. The once small plants outside had grown to the point of surpassing the outpost itself in height, and flamer squads had been dispatched a few days ago to help clear some of it away, but they had not been heard of in quite a while. Everyone knew they were dead.
Days later, the creatures attacked again, but this time they melted away the defensive guns. How could this happen? Tyranids swarmed throughout the base, killing its inhabitants. "Bolt that door shut!" yelled a Guardsmen Sergeant, and his men did so quickly, to slow the Tyranid advance. The soldiers, now trapped in the small room, listened as the claws and talons of the slathering beasts attempted to break their way in, but to no avail.
After hours of the constant noise, it stopped. Puzzled, the men looked at each other, but none knew what was going on... Then, a loud clang drew nearer as the hooves of some monstrous creature stepped through the corridor. The clanging ceased when the noise seemed to be coming from just outside the door. Suddenly, the monstrosity let out a terrifying roar, and the door glowed red-hot. The only thing keeping the Tyranids from reaching the men had just melted before their eyes.
They drew their weapons and fired upon it, but their bullets simply bounced off it's chitinous exoskeleton as it drew its eyeless head back into it's shell. The firing stopped as the Guardsmen's rifles ran out of ammunition. Finally, the monster unsheathed it's head once more and torched the soldiers in a burning pyre.Summary: Some ImpGuard guys got burned by a Tyranid with a flamethrower in it's gut. ;D
|
|