Post by nidcron on Apr 30, 2013 22:51:57 GMT
Hello fellow biomass. I have been out of the game for a bit but decided to get back with my old gaming group to see how we like 6th edition. I looked through the rules and was impressed with flyers and some of the updates to MC's but it also got me thinking about the next nid codex.
I would like to see a dedicated suicide unit other than the spore mine. I am thinking something like a gargoyle but that is a dedicated flier, not just a jump unit.
What I came up with is a unit that is extremely fast, has no weapons and is essentially a living rocket. What I would like is some feedback on how I could make this unit balanced yet effective. With our lack of long range heavy firepower (save for the very expensive gamble that is the Tyrannofex) we could benefit from a fast moving hard hitting suicide unit.
What I am thinking is something that you take as an upgrade to a Hive Tyrant. This would be a unit that is available at 0-1 per Hive Tyrant that you have in the army. The unit would essentially be "fired" by the HT in leiu of firing another weapon or running.
What I would like is a unit that is "shot" from the larger creature and has no weapons, cannot run, and upon coming into b2b of an enemy unit explodes with 1 of 2 profiles chosen when they impact:
Profile 1 - S4 large blast AP4
Profile 2 - S8 small blast AP2
All models must use the same profile.
I am thinking of a stat line like this:
WS- BS- S2 T3 I- LD- SV-
Essentially these things are built for speed so they don't carry any weapon, they are the highest form of living ammunition.
The special rules they would have would be as follows:
Flier - self explanitory, follows all rules for flying units with the exception of not being able to run.
Momentum - When released in the shooting phase the unit immediately moves 18" (or collides with its target if shorter than 18") and in subsequent movement phases the unit must move 18"- 24" and connot make more than 1 turn/pivot upto 90 degrees. If at least 3 models collide with a vehicle add +1S to one penetration role, if 6 models collide with a vehicle add +2S to a separate penetration roll. This is to represent the potential weakening of a spot that is hit repeatedly in rapid succession. The damage is resolved on the armor facing the unit when it collided.
Its going too fast! - When shooting at these guys they would get a 4+ (?3+?) cover/invulnerable save because of how fast they are moving - these guys are fast, but not quite as fast as standard ammunition so they can potentially be shot down. Units with the skyfire rule will hit on a 5+ (if BS = 1 or 2 6+).
Unstable - If the unit suffers a wound one model will explode for each unsaved wound and can potentially cause a chain reaction. Roll a d6 for each other model in the unit, on a 3+ the model survives - if the roll is failed the model explodes and you repeat the process until either all remaining models are removed or saved. If the unit is on the table for more than 2 turns it has the potential to explode without impact due to the volatile chemicals contained within its hollow winged body. Roll a d6 at the beginning of the third turn they are out, on a 4+ the models volitility is contained for one more turn, the next turn it requires 5+ and then 6+ and finally if you can't hit something by the next turn they just explode. When either of these happen the unit always uses profile 1, and any models under the large blast marker (friend or foe) including units locked in close combat suffer the hit.
Size wise they would have wings about as big as a gargoyle, but the body would be about the size of a few spore mines and in a sort of (American) football or egg shape. No mouth, arms or legs just eyes a torso and wings.
I am thinking they come in squads of 3-6 and they would be about 5 points a pop since they are "one shot".
I would like to see a dedicated suicide unit other than the spore mine. I am thinking something like a gargoyle but that is a dedicated flier, not just a jump unit.
What I came up with is a unit that is extremely fast, has no weapons and is essentially a living rocket. What I would like is some feedback on how I could make this unit balanced yet effective. With our lack of long range heavy firepower (save for the very expensive gamble that is the Tyrannofex) we could benefit from a fast moving hard hitting suicide unit.
What I am thinking is something that you take as an upgrade to a Hive Tyrant. This would be a unit that is available at 0-1 per Hive Tyrant that you have in the army. The unit would essentially be "fired" by the HT in leiu of firing another weapon or running.
What I would like is a unit that is "shot" from the larger creature and has no weapons, cannot run, and upon coming into b2b of an enemy unit explodes with 1 of 2 profiles chosen when they impact:
Profile 1 - S4 large blast AP4
Profile 2 - S8 small blast AP2
All models must use the same profile.
I am thinking of a stat line like this:
WS- BS- S2 T3 I- LD- SV-
Essentially these things are built for speed so they don't carry any weapon, they are the highest form of living ammunition.
The special rules they would have would be as follows:
Flier - self explanitory, follows all rules for flying units with the exception of not being able to run.
Momentum - When released in the shooting phase the unit immediately moves 18" (or collides with its target if shorter than 18") and in subsequent movement phases the unit must move 18"- 24" and connot make more than 1 turn/pivot upto 90 degrees. If at least 3 models collide with a vehicle add +1S to one penetration role, if 6 models collide with a vehicle add +2S to a separate penetration roll. This is to represent the potential weakening of a spot that is hit repeatedly in rapid succession. The damage is resolved on the armor facing the unit when it collided.
Its going too fast! - When shooting at these guys they would get a 4+ (?3+?) cover/invulnerable save because of how fast they are moving - these guys are fast, but not quite as fast as standard ammunition so they can potentially be shot down. Units with the skyfire rule will hit on a 5+ (if BS = 1 or 2 6+).
Unstable - If the unit suffers a wound one model will explode for each unsaved wound and can potentially cause a chain reaction. Roll a d6 for each other model in the unit, on a 3+ the model survives - if the roll is failed the model explodes and you repeat the process until either all remaining models are removed or saved. If the unit is on the table for more than 2 turns it has the potential to explode without impact due to the volatile chemicals contained within its hollow winged body. Roll a d6 at the beginning of the third turn they are out, on a 4+ the models volitility is contained for one more turn, the next turn it requires 5+ and then 6+ and finally if you can't hit something by the next turn they just explode. When either of these happen the unit always uses profile 1, and any models under the large blast marker (friend or foe) including units locked in close combat suffer the hit.
Size wise they would have wings about as big as a gargoyle, but the body would be about the size of a few spore mines and in a sort of (American) football or egg shape. No mouth, arms or legs just eyes a torso and wings.
I am thinking they come in squads of 3-6 and they would be about 5 points a pop since they are "one shot".