Post by Joelercoaster on Oct 2, 2015 8:03:33 GMT -6
Hola kiddos, I mentioned in another thread I had been working on a fandex for Nids because, for the most part, I've been deprived of the hobby for a while. Plus, I figured it'd be a good exercise. Went through the army rules, psykics, bio-morphs, and "general" stuff, and last night I (think) I did enough for a Hive Tyrant to make him presentable... so here it is. Tell me if you think it's interesting, if you'd play it/against it, if you think it's appropriate/gross, etc etc etc.
General design notes - even out units, make CC builds in general more viable in the current rule-set environment, maintain Synapse as a key feature (even keeping IB as a hindrance) but also turning Synapse Creatures into force multiplier psykers (rather than direct buff to "being in synapse) to still make Synapse, on the whole, a "good" special rule, instead of one that just makes our army eat itself.
Things will be added/adjusted as changes are made/I remember things I forgot on the first run...
Army Special Rules
Synapse Creature - Friendly Tyranid units within 12" have the Fearless special rule.
Shadow in the Warp - enemy psykers within Synapse Range require one more successful Warp Charge to manifest/deny psykic powers (so a WC1 power will typically require 2 4+'s, a WC2 3 4+'s, etc.)
Instinctive Behavior - If a tyranid unit with this rule is outside of Synapse Range at the beginning of its turn, it must take a Ld test. If passed, it acts as normal, if failed, roll a d6 on the following chart.
1-3: Break - the unit falls back
4-5: Shelter - the unit must move toward the nearest piece of terrain that provides a cover save, moving as many models into the feature as possible. It may otherwise act normally.
6: Feed - the unit must move/shoot/assault the nearest enemy unit.
Psykics
Tyranids have two styles of psykic powers; those to enhance the swarms around them, and those to directly hinder their enemies. Tyranids generate their powers from one or both of these tables as indicated by their individual profiles.
Adaptation
Primaris - Dominion: WC1, +6" Synapse Range
1. Catalyst: WC1, 6" nova, Friendly Tyranid units in range get Feel No Pain and Eternal Warrior
2. Onslaught: WC1, 24", Friendly Tyranid target may either run and shoot in the same shooting phase, or both run and assault
3. Synaptic Oversight: WC1, 6" nova, Friendly Tyranid units in range of the power gain Preferred Enemy
Devastation
Primaris - Spirit Leech: WC1, 18" S:8 AP:2. Causes d3 Hits, wounds are resolved vs enemy Ld instead of T value. Any wounds caused regenerate previously lost wounds of the psyker (up to the starting amount). In the case of a brotherhood of pyskers, the owning player may decide how to allocate regenerated wounds.
1. Paroxysm: WC1, 24", enemy unit is WS/I 1, can only snap-fire
2. The Horror: WC1, 12" Nova, enemy units in range must immediately take a pinning test with -2 to their Ld score.
3. Psykic Scream: WC1, 6" Nova, enemy units in range must immediately take a Ld test on 3d6. For every point they fail by, they take a wound with no armor or cover saves allowed.
The Gestalt: When a tyranid unit with the Brotherhood of Psykers rule casts a power with a nova area of effect, measure from each model in the unit to determine the affected area instead of just the casting model.
Manifestation of the Gestalt: When rolling for available warp charge at the start of each psykic phase, instead of gaining the result of the d6, the Tyranid player adds 1 die for each friendly synapse creature on the board.
Bio-Weapons
Melee Bio-Weapons
ScyTals S: User AP: -
Rending Claws S: User AP: 5, rending
Bonesword S: User AP: 3, Soul Leech, Resonance
Soul Leech - to-wound rolls of a 6 cause instant death
Resonance - when wielded as a Pair, use improved profile... S: +1 AP: 2, Soul Leech causes ID on a 5+ to wound
Lash Whip During assault phase, model has +3 Init, offensive and defensive grenades
Crushing Claws S: +2 AP: 2, Armorbane, Unwieldy
Ranged Bio-Weapons (profile will be written shorthand, Str/AP/Rof-or-type/range/special rules. Multiple profiles mean a choice when firing)
Bio-Plasma 7/2/Template
7/2/12"/Blast
Bio-Plasma Cannon 7/2/24"/6
7/2/24"/Large Blast
Fleshborer 4/5/12"/1
Spine Fists as creature/5/12"/X, Twin-linked - Strength of weapon = Strength of creature wielding it. Rate of Fire = number of attacks listed on profile.
Devourer 4/-/18"/3
Deathspitter 5/5/24"/3
Venom Cannon 6/4/36"/3
4/5/Template
Barbed Strangler 4/5/36"/Large Blast, Shred, Pinning
Fleshborer Hive 4/5/18"/20, rending
Brainleech Devourer 5/6/18"/6
MC Deathspitter 7/4/18"/4
MC Venom Cannon 9/3/36"/3
7/4/Template
Stranglethorn 6/4/36"/Large Blast, Shred, Pinning, Rending
Rupture Cannon 10/2/48"/4
Bio-morph Enhancements
Adrenal Glands - grants Furious Charge and Fleet
Toxin Sacs - CC attacks gain Poison(4+)
Acid Blood - for every unsaved wound caused in CC, enemy unit (that caused wound) suffers AP2 hit on a 4+
Regeneration - for every previously lost wound roll die at end of turn. On 5+ regain wound (to max starting number)
Spore Cloud - Friendly tyranids within 6" of model gain Shrouded
Feeder Tendrils - model has Preferred Enemy
Toxic Miasma - At start of fight sub-phase, engaged enemy models take a poison(4+) hit on a 4+ (roll individually)
Leaping - model adds 3" to any run/assault moves
Fused Carapace - model improves its save by 1
Tail Weapons
Pincer Tail - counts as a CCW pair for purposes of determining number of attacks in combat
Bone Mace - make bonus attack at initiative, S8 AP2, Armorbane, Concussive
Thresher Scythe - At initiative value, make d3 S4 AP4 Rending attacks against each engaged enemy unit
Poison Barb - make bonus attack at initiative, S1 AP-, Poison(2+), Instant Death
Normal Creature Bio-Weapon/enhancement lists (ie, the generic " units have access to this list at these costs" thing)
=Melee=
Rending Claws - 5
Bonesword and Lashwhip, Pair of Boneswords, Crushing Claws - 10
=Bio-Cannons=
Venom Cannon, Barbed Strangler - 10
=Enhancements=
Adrenal Glands, Toxin Sacs - 5
Regeneration, Fused Carapace - 10
Monstrous Creature Bio-weapon/enhancement lists (ie, the generic 'MC's have access to this list at these costs' thing)
=Melee=
Bonesword and Lashwhip, Pair of Bone Swords, Crushing Claws - 10 points
=Ranged Weapons=
Brainleech Devourer, MC Deathspitter, Fleshborer Hive - 15 points
=Ranged Bio-cannons=
Stranglethorn Cannon, MC Venom Cannon - 20 points
=Enhancements=
Acid Blood, Toxin Sacs - 10 points
Adrenal Glands, Toxic Miasma - 15 points
Regeneration, Fused Carapace* - 20 points
*A model may not be equipped with both Wings and Fused Carapace
General design notes - even out units, make CC builds in general more viable in the current rule-set environment, maintain Synapse as a key feature (even keeping IB as a hindrance) but also turning Synapse Creatures into force multiplier psykers (rather than direct buff to "being in synapse) to still make Synapse, on the whole, a "good" special rule, instead of one that just makes our army eat itself.
Things will be added/adjusted as changes are made/I remember things I forgot on the first run...
Army Special Rules
Synapse Creature - Friendly Tyranid units within 12" have the Fearless special rule.
Shadow in the Warp - enemy psykers within Synapse Range require one more successful Warp Charge to manifest/deny psykic powers (so a WC1 power will typically require 2 4+'s, a WC2 3 4+'s, etc.)
Instinctive Behavior - If a tyranid unit with this rule is outside of Synapse Range at the beginning of its turn, it must take a Ld test. If passed, it acts as normal, if failed, roll a d6 on the following chart.
1-3: Break - the unit falls back
4-5: Shelter - the unit must move toward the nearest piece of terrain that provides a cover save, moving as many models into the feature as possible. It may otherwise act normally.
6: Feed - the unit must move/shoot/assault the nearest enemy unit.
Psykics
Tyranids have two styles of psykic powers; those to enhance the swarms around them, and those to directly hinder their enemies. Tyranids generate their powers from one or both of these tables as indicated by their individual profiles.
Adaptation
Primaris - Dominion: WC1, +6" Synapse Range
1. Catalyst: WC1, 6" nova, Friendly Tyranid units in range get Feel No Pain and Eternal Warrior
2. Onslaught: WC1, 24", Friendly Tyranid target may either run and shoot in the same shooting phase, or both run and assault
3. Synaptic Oversight: WC1, 6" nova, Friendly Tyranid units in range of the power gain Preferred Enemy
Devastation
Primaris - Spirit Leech: WC1, 18" S:8 AP:2. Causes d3 Hits, wounds are resolved vs enemy Ld instead of T value. Any wounds caused regenerate previously lost wounds of the psyker (up to the starting amount). In the case of a brotherhood of pyskers, the owning player may decide how to allocate regenerated wounds.
1. Paroxysm: WC1, 24", enemy unit is WS/I 1, can only snap-fire
2. The Horror: WC1, 12" Nova, enemy units in range must immediately take a pinning test with -2 to their Ld score.
3. Psykic Scream: WC1, 6" Nova, enemy units in range must immediately take a Ld test on 3d6. For every point they fail by, they take a wound with no armor or cover saves allowed.
The Gestalt: When a tyranid unit with the Brotherhood of Psykers rule casts a power with a nova area of effect, measure from each model in the unit to determine the affected area instead of just the casting model.
Manifestation of the Gestalt: When rolling for available warp charge at the start of each psykic phase, instead of gaining the result of the d6, the Tyranid player adds 1 die for each friendly synapse creature on the board.
Bio-Weapons
Melee Bio-Weapons
ScyTals S: User AP: -
Rending Claws S: User AP: 5, rending
Bonesword S: User AP: 3, Soul Leech, Resonance
Soul Leech - to-wound rolls of a 6 cause instant death
Resonance - when wielded as a Pair, use improved profile... S: +1 AP: 2, Soul Leech causes ID on a 5+ to wound
Lash Whip During assault phase, model has +3 Init, offensive and defensive grenades
Crushing Claws S: +2 AP: 2, Armorbane, Unwieldy
Ranged Bio-Weapons (profile will be written shorthand, Str/AP/Rof-or-type/range/special rules. Multiple profiles mean a choice when firing)
Bio-Plasma 7/2/Template
7/2/12"/Blast
Bio-Plasma Cannon 7/2/24"/6
7/2/24"/Large Blast
Fleshborer 4/5/12"/1
Spine Fists as creature/5/12"/X, Twin-linked - Strength of weapon = Strength of creature wielding it. Rate of Fire = number of attacks listed on profile.
Devourer 4/-/18"/3
Deathspitter 5/5/24"/3
Venom Cannon 6/4/36"/3
4/5/Template
Barbed Strangler 4/5/36"/Large Blast, Shred, Pinning
Fleshborer Hive 4/5/18"/20, rending
Brainleech Devourer 5/6/18"/6
MC Deathspitter 7/4/18"/4
MC Venom Cannon 9/3/36"/3
7/4/Template
Stranglethorn 6/4/36"/Large Blast, Shred, Pinning, Rending
Rupture Cannon 10/2/48"/4
Bio-morph Enhancements
Adrenal Glands - grants Furious Charge and Fleet
Toxin Sacs - CC attacks gain Poison(4+)
Acid Blood - for every unsaved wound caused in CC, enemy unit (that caused wound) suffers AP2 hit on a 4+
Regeneration - for every previously lost wound roll die at end of turn. On 5+ regain wound (to max starting number)
Spore Cloud - Friendly tyranids within 6" of model gain Shrouded
Feeder Tendrils - model has Preferred Enemy
Toxic Miasma - At start of fight sub-phase, engaged enemy models take a poison(4+) hit on a 4+ (roll individually)
Leaping - model adds 3" to any run/assault moves
Fused Carapace - model improves its save by 1
Tail Weapons
Pincer Tail - counts as a CCW pair for purposes of determining number of attacks in combat
Bone Mace - make bonus attack at initiative, S8 AP2, Armorbane, Concussive
Thresher Scythe - At initiative value, make d3 S4 AP4 Rending attacks against each engaged enemy unit
Poison Barb - make bonus attack at initiative, S1 AP-, Poison(2+), Instant Death
Normal Creature Bio-Weapon/enhancement lists (ie, the generic " units have access to this list at these costs" thing)
=Melee=
Rending Claws - 5
Bonesword and Lashwhip, Pair of Boneswords, Crushing Claws - 10
=Bio-Cannons=
Venom Cannon, Barbed Strangler - 10
=Enhancements=
Adrenal Glands, Toxin Sacs - 5
Regeneration, Fused Carapace - 10
Monstrous Creature Bio-weapon/enhancement lists (ie, the generic 'MC's have access to this list at these costs' thing)
=Melee=
Bonesword and Lashwhip, Pair of Bone Swords, Crushing Claws - 10 points
=Ranged Weapons=
Brainleech Devourer, MC Deathspitter, Fleshborer Hive - 15 points
=Ranged Bio-cannons=
Stranglethorn Cannon, MC Venom Cannon - 20 points
=Enhancements=
Acid Blood, Toxin Sacs - 10 points
Adrenal Glands, Toxic Miasma - 15 points
Regeneration, Fused Carapace* - 20 points
*A model may not be equipped with both Wings and Fused Carapace