Post by killercroc on Jan 7, 2013 20:26:54 GMT
Hey all, I was looking through some nid fluff and looking at the nids from the CCG I figured these things should really have rules... so I made some! Now I'm sure they do already have rules but most likely so outdated they'd be using the 2nd Ed. stuff, which is unusable now. SO this is just the first draft, sorry if the fluff seems kind 'meh' I had like... half a Paragraph to go off of!
~~~
A Dactylis is a large Tyranid creature slightly larger than a Carnifex in size but shares more in common with a Biovore. It was designed to launch Spore mines from extreme distances with high accuracy. To do so it has a pair of long and muscular forelimbs, being multi-jointed and covered in corded tendon it makes a distinctive cracking sound like a giant whip each time it fires, built so a Dactylis is able to fire high over any bastion walls or to the very flanks of the enemy to take out other artillery or command units.
When originally encountered the Dactylis used a parasitic creature known as a Bile pod which fed off glands located at the rear of the Dactylis's cranium. In effect they were similar to a poison Spore mine, though much more dangerous. The poison in bile pods was powerful enough to penetrate biohazard gear, causing even those normally protected from such vapors gasping for breath as their lungs liquefied.
In more recent encounters variations of this were found, most common of these were Bio-acid pod which melts through battle tanks just as easily as Power armour, and Frag pods which exploded in a large spray of chitinous shrapnel, impaling any unlucky enough to be caught in the blast.
While extremely powerful at extreme range a Dactylis has little in the way of combat abilities, instead relying on nearby Tyranids to protect it if any enemies get to close. Similar to a Tyrannofex it releases a stress pheromone to attract any Tyranids, ensuring it will not be in combat for long, and can go back to bombarding the enemy.
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
~~~
So any thoughts? C&C?
I plan on writing stuff for all of them; Malefactort, Exocrine, Cerebore, etc.
Added another, rules for Cerebore.
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.
~~~
A Dactylis is a large Tyranid creature slightly larger than a Carnifex in size but shares more in common with a Biovore. It was designed to launch Spore mines from extreme distances with high accuracy. To do so it has a pair of long and muscular forelimbs, being multi-jointed and covered in corded tendon it makes a distinctive cracking sound like a giant whip each time it fires, built so a Dactylis is able to fire high over any bastion walls or to the very flanks of the enemy to take out other artillery or command units.
When originally encountered the Dactylis used a parasitic creature known as a Bile pod which fed off glands located at the rear of the Dactylis's cranium. In effect they were similar to a poison Spore mine, though much more dangerous. The poison in bile pods was powerful enough to penetrate biohazard gear, causing even those normally protected from such vapors gasping for breath as their lungs liquefied.
In more recent encounters variations of this were found, most common of these were Bio-acid pod which melts through battle tanks just as easily as Power armour, and Frag pods which exploded in a large spray of chitinous shrapnel, impaling any unlucky enough to be caught in the blast.
While extremely powerful at extreme range a Dactylis has little in the way of combat abilities, instead relying on nearby Tyranids to protect it if any enemies get to close. Similar to a Tyrannofex it releases a stress pheromone to attract any Tyranids, ensuring it will not be in combat for long, and can go back to bombarding the enemy.
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
~~~
So any thoughts? C&C?
I plan on writing stuff for all of them; Malefactort, Exocrine, Cerebore, etc.
Added another, rules for Cerebore.
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.