Post by webebuggin on May 27, 2013 0:59:03 GMT
To counter a few arguments about nids not deserving 3+ or higher saves, there is a big thing being left out, namely that bugs have complete control over their evolution and biochemical composition. There is no reason that the bugs would be unable to synthesize an organic 'flesh' or membrane stronger than power armor. Heck even human skin has a massively diverse range of durability depending on the carbon composition of a person. No reason whatsoever exists for not having insanely durable, and flexible (something armor is not making heavy impact more effective).
End rant.
On to list:
Trygon should be the one getting beast, it is just wildly appropriate for a massive and insanely fast monstrous creature. That or just add in an actual ability to move run then assault. Moved to fast attack.
Board wide SITW. No excuses. Hive comes to a planet the whole thing is encased in fear.
Anything we have with move through cover now counts as being equipped with assault grenades
ymargals moved to troops as +3pts per model stealer upgrade.
tyrant/swarmlord goes to full independent character status.
Warrior prime can now be taken 3 per hq slot. Can be assigned to same brood of warriors or form their own three man brood, can utilize drop pods, and when 1 or more warrior prime is in a squad group of one or more warriors adds a cumulative (per each prime in the squad max 3 primes per squad) invul save. So one warrior prime = 6+, 2 = 5+, 3 = 4+ (Warriors are priced as high or higher than terminators but are susceptible to more weapons which increase wounds do not make up for)
Tervigon takes an increase in point costs(say 10? 15?) and can purchase 2 new abilities: Produce hormogaunts(+10pts), and regen the babymaker(+15 pts).
Regen the baby maker allows for the tervigons to uhh grunt through the pain of miscarriage and attempt more births: after rolling doubles (or triples) each consecutive turns the tervigon may attempt to produce more horms/terms by rolling a 4+ prior to movement. If a roll of 4+ is achieved, follow normal rules for producing horms/terms. Otherwise the strain is to great and the tervigon must make a normal armor save or suffer a wound.
Lictors: assault after showing up, pheromones work even when invisible. Can now be taken in squads of up to 5 one can be the death leaper.
End rant.
On to list:
Trygon should be the one getting beast, it is just wildly appropriate for a massive and insanely fast monstrous creature. That or just add in an actual ability to move run then assault. Moved to fast attack.
Board wide SITW. No excuses. Hive comes to a planet the whole thing is encased in fear.
Anything we have with move through cover now counts as being equipped with assault grenades
ymargals moved to troops as +3pts per model stealer upgrade.
tyrant/swarmlord goes to full independent character status.
Warrior prime can now be taken 3 per hq slot. Can be assigned to same brood of warriors or form their own three man brood, can utilize drop pods, and when 1 or more warrior prime is in a squad group of one or more warriors adds a cumulative (per each prime in the squad max 3 primes per squad) invul save. So one warrior prime = 6+, 2 = 5+, 3 = 4+ (Warriors are priced as high or higher than terminators but are susceptible to more weapons which increase wounds do not make up for)
Tervigon takes an increase in point costs(say 10? 15?) and can purchase 2 new abilities: Produce hormogaunts(+10pts), and regen the babymaker(+15 pts).
Regen the baby maker allows for the tervigons to uhh grunt through the pain of miscarriage and attempt more births: after rolling doubles (or triples) each consecutive turns the tervigon may attempt to produce more horms/terms by rolling a 4+ prior to movement. If a roll of 4+ is achieved, follow normal rules for producing horms/terms. Otherwise the strain is to great and the tervigon must make a normal armor save or suffer a wound.
Lictors: assault after showing up, pheromones work even when invisible. Can now be taken in squads of up to 5 one can be the death leaper.